Uploaded by hdlect on 02.10.2010

Welcome, this is JCO with the fourth part of the high
definition tutorials on HYBRIDO in Realflow 5.
In the previous videos I covered how to create a Domain,
how to add a Grid Fluid Emitter to the Domain and
how to simulate in order to obtain a core fluid.
In addition, I also explained how to add secondary particles like splash,
foam and mist.
Once you have completed the creation of a HYBRIDO simulation,
the next step is the addition of a mesh that will support the fluid.
Creating a mesh in Realflow is very important. Meshes provide a surface that can be exported
and used in 3D applications like 3D Studio Max,
Maya, Softimage, Cinema 4D, Houdini and LightWave 3D.
Once the mesh is in a 3D application the color, texture,
transparency, reflection,
refraction, caustics, etc. can be customized to obtain the precise look you want to achieve.
This tutorial will give an overview about how to create a Grid Mesh.
Meshes can be created inside Realflow, but they can also be created inside the 3D
application using the particles that were generated by
Realflow. I am referring to what Nextlimit calls the
RealFLowRenderKit. This tutorial will only cover the generation
of meshes inside Realflow. Adding a mesh is very simple
but once the mesh is added there many parameters that can and need to be adjusted to fine-tune
the appearance of the final mesh. Before we create the mesh,
the creation of a BIN file has to be enabled from the export settings.
Go to Export… Export Central…
Then under “GRID EMITTERS” select the checkbox named “GridFluidEmitter01”,
expand the view by clicking on the plus sign and make sure
that “Particle cache (.bin)” has a check mark.
Then hit “Done” at the bottom of the Export Central window.
To add the Grid Mesh to the core fluid, simply click on the Grid Menu on top of the
panel and next, select Grid Mesh. Alternatively you can right click with your
mouse and select Add… Mesh…
Grid Mesh… That’s it.
It is that simple. Now simulate again and this will create the
mesh for the whole sequence. Now, you can appreciate the mesh by playing
the simulation by hitting the play button from the playback
control. Let’s see the mesh initially as a wireframe.
To do that the GridMesh has to be selected. Now hit play.
To see the mesh as a smooth surface, deselect the mesh by clicking in any empty area.
Then, change the shading quality by selecting from the top Menu...
View… Scene Shading…
Smooth Shaded. You can also use the following keyboard shortcuts:
7 for Bounding Box… 8 for Wireframe…
9 for Flat Shaded… And 0 for Smooth Shaded…
If the scene contains only one Grid Fluid Domain,
the Grid Mesh will automatically use it for the creation of the surface of the mesh.
Let’s expand the GridMesh01 to appreciate. If on the contrary,
there are 2 or more Grid Fluid Domains in the scene,
the new Grid Mesh will be empty and the Domain has to be selected in an additional step.
Let’s demonstrate that. I will create another Grid Fluid Domain by
selecting Grid Fluid… and then Domain.
Now let’s try to create a Grid Mesh. Select Mesh Menu…
Grid Mesh. If we look at the Grid Mesh on the node we
realize that it's empty. Let’s add the Grid Fluid Domain by right
clicking and selecting… Insert Domain.
A window called Select element pops up and shows the available Grid Fluid Domains.
In this case I don’t need to choose because we already created our Grid Mesh.
You can only use 1 Grid Fluid Domain for the Grid Mesh,
but such limitations do not exist for emitters. You can include several emitters in the mesh
not just one if that's what you need. You can select multiple emitters by right
clicking on the Grid Mesh and selecting either “Insert all emitters”,
or “Insert emitters” and clicking on the name and holding the SHIFT
key before selecting the next. If we look carefully, we can appreciate that
the simulation created produces a liquid with several imperfections like fluttering and
popping. To fix those problems we have to make the
mesh smoother, but by doing so
we will lose the detail we had before and therefore it doesn’t look like a natural
water surface anymore. In order to make the mesh more believable,
we have to resort to the use of a displacement map.
Let’s see how to address these issues: First,
let’s eliminate the fluttering and popping by using the filter option.
I select the GridMesh and form the Node Parameters Filter has to
be changed from No to Yes. Next,
relaxation should be set at 0.2 and steps to 64.
Now, let’s go back to frame 1 by selecting the rewind button in the playback menu and
simulate again. You can see that the resulting mesh after
filter relaxation is much smoother and the fluttering and popping has been diminished,
but the detail that gave the water its characteristic look has faded.
To gain back the detail we have to use a displacement map.
To do that, select the GridFluidDomain
and under Displacement change Calculate from No to Yes.
Next, change the Quality to 2048.
Next, go back to GridMesh and under Shader…
Shader Type… Change None
for Displacement. Now we can see that the mesh has a pattern
on the surface that has been added by the displacement map.
This pattern is very rough, so I will make it smoother from the GridFluidDomain
parameters. Let’s change vertical scale from 0.1 to
0.05 And Auto dimension from Yes to No.
Next, change the dimension to 10.
and Repeat U to 3. Now let’s rewind and play.
At this point, I would like to remind everyone
that the previous videos and the next ones of the “Basic Principles” series
are intended just to explain the fundamentals to enable you to quickly produce results in
HYBRIDO with waves that resemble real life conditions.
Since HYBRIDO is very powerful and filled with features that allow fine control of the
liquids behavior, a “ HYBRIDO In Depth” series is necessary.
Please come back to this channel for the tutorials that will review each one of the options available
to make amazing HYBRIDO simulations. The next video will talk about how to export
meshes to other 3D applications.