HYBRIDO REALFLOW 5 TUTORIAL BASIC 5


Uploaded by hdlect on 12.10.2010

Transcript:
Welcome, this is JCO with the fifth part of the high definition tutorials on HYBRIDO in
Realflow 5. In the previous video I explained how to generate
a GridMesh for the Grid Fluid Domain, how to smooth the mesh to eliminate fluttering
and popping and how to add a displacement map to add detail to the surface of the mesh.
In this video we’re going to briefly introduce the RealFlowRenderKit; also I will demonstrate
how to export the mesh that has been created to 3D Studio Max, how to add shading and how
to render the animation. Particles and meshes generated by RealFLow
may contain huge amounts of data depending on the type of animation you intend to do.
Realistic liquids simulations very frequently require hundreds of thousands or even millions
of particles. Meshes have also thousands and sometimes millions of polygons.
Next Limit provides documentation about the minimum system requirements recommended for
RealFlow and for RealFLowRenderKit. Please look for this information on their website.
3D applications have limitations in the number of polygons they can handle simultaneously
and even in very powerful systems with 8 or 16 processors, with specialized professional
video cards, very fast hard drives and huge amounts of RAM, there is a point in which
the computer will stop responding if we try to use scenes overloaded with data.
The solution to this problem is use the RealFLowRenderKit (RFRK).
The RFRK is unique in that it can use the characteristics of the particles that were
stored at the moment of creation like force, viscosity, density, pressure, temperature,
age, etc. to achieve different looks. The RFRK allows the use of different materials
for different components of the simulation, like the core fluid, splash, foam and mist
particles, to achieve either a real-life look or to enable the use unlimited creativity.
RFRK can import particles from RealFlow into a 3D software and then create a mesh or render
the particles themselves. It can also import meshes and translate them
to the render. RFRK is the only method that allows for the
creation of clouds of mist that were simulated in RealFlow in the 3D application.
This image shows that particles allow the creation of meshes and also shows that shading
and rendering can be accomplished in 3D applications using either particles or meshes. The red
thin lines explain that this is not the preferred method and is dangerous because it may crash
your system depending on the amount of data and the power of the computer. In addition,
mist cannot be imported directly in the 3D application without RFRK.
Particles and meshes can be passed to the RFRK in the 3D application and there you can
decide whether you want to render a mesh or render particles. The green thick lines illustrate
that this is the safest and preferred method. In addition, the RFRK can handle mist.
This movie illustrates how meshes made from the same particles might have a completely
different look according to the method used for their creation. The blue mesh was created
with a GridMesh and the white mesh was created with the particle mesh for the RenderKit.
I will cover in depth every parameter available in the “HYBRIDO IN DEPTH” series.
With this brief explanation we will continue now to export to 3DS Max to shade and render.
We will try to do this without the RFRK first and later we will show how to use the RFRK.
To follow along please create a new Hybrido simulation of only 200 frames of duration.
Create splash and foam but do not create mist, since we are not going to use the RealFlowRenderKit
and this is necessary to render mist in a 3D program.
After the simulation has been created, add a GridMesh and build the mesh by right clicking
on the GridMesh word and selecting build. This will create a mesh with the GridFluid
Domain. Right click again in the GridMesh name and select insert emitters.
Select both Grid_Fluid_Foam and Grid_Fluid_Splash and hit Ok.
The mesh now has to be improved to make the splash and foam smaller.
Go to the Node Parameters and change the auto polygon size from Yes to No.
Change the polygon size to 0.06
and right click again on the Grid_Fluid_Mesh and select build.
Now the mesh for the particles is smaller. If you want smaller splash meshes, try lowering
the polygon size to less than 0.06. Keep in mind that more detail increases the number
of polygons in the mesh, with the consequences we discussed earlier.
Rewind the simulation to the first frame from the rewind button in the playback panel and
hit simulate. Once you finishing simulating you should have
something like this: To export meshes, particles, textures, objects,
etc. from RealFlow to an external 3D application, Export Central has to be set up first.
To open the Export Central window you can either use the keyboard shortcut F12 on your
keyboard or with your mouse go to the main menu and select Export… Export Central.
I already explained in previous videos how to setup the exporting of particles and meshes.
If you are starting these tutorials from this video please watch the previous lessons or
just simply click Export All. In previous videos we optimized and diminished
the fluttering and popping that you may see in the mesh by relaxing it and using displacement
maps. In this lesson we will omit those steps in order to simplify the tutorial. Please
watch also the previous videos if you want to know more about it.
Now we can close RealFLow and open 3DS Max. Once you open 3DS Max, go to the Create Panel.
Open the drop down menu where you see the words “Standard primitives” and select
RealFlow. Under Object Type select MeshLoader to display more options.
Click on the BIN Mesh sequence… button and navigate to the location of your project.
Inside your project folder, go to meshes folder, and click on grid mesh in the first bin mesh
file. It should have the name GridMesh01_0000.bin, unless you gave it another name manually inside
RealFlow. Select Open.
Your cursor becomes a plus sign or cross. Now you’re ready to deposit the mesh in
the perspective window. Click once in the center of the perspective window and this
will create a small cube. That cube is a representation of the loaded mesh in the scene.
Don’t click more than once; otherwise you will create more than one mesh. To avoid creating
two meshes you have to deselect the mesh creation tool. To do that, hit the selection tool on
the top menu, or use the shortcut Q key on your keyboard.
If you want to see how the mesh looks just move the time slider. You can also go to any
point on the track bar and right click on the track bar and select go to time. This
moves the current time indicator to that frame. Here is important to mention that is likely
that your computer will crash trying to follow the steps demonstrated in this video, especially
in older systems with slow processors, without a specialized video card, low RAM and with
simulations that produced millions of particles. Also, keep in mind that this is not the preferred
method for exporting to 3D applications and failures to achieve results will just encourage
users to use the tool that was designed for this job which is the RealFlowRenderKit.
One thing that is important is that you have to keep in mind how long your animation was
in RealFlow. And you have to make it the same duration inside of 3D Studio Max. To do that,
select the time configuration button at the bottom of the screen and once the time configuration
window opens, select length 200 frames, which is the same length we have in the animation
for RealFlow. We can rewind and play.
Stop the simulation by hitting the pause button. Zoom to the mesh by selecting it and hitting
the Z key on your keyboard. Rewind using the rewind button or simply hit
the “home” key on your keyboard. Now, maximize the perspective window by hitting
the maximize viewport toggle, or by using the shortcut Alt W.
Before I render, I’m going to set up the render parameters.
Change the background color from the default black to a light blue by going to the top
menu and selecting Rendering, and then Environment. Click on the Render Setup button on the top
menu and scroll to the bottom of the window by left clicking your mouse or scrolling with
the scroll wheel of the mouse. Click on “Assign Renderer” and choose
in the Production option “mental ray Renderer” and hit ok.
Select the output size to custom and choose HDTV (video). Select any of the four predetermined
sizes. In my case I will select 1920 x 1080 .
Save the animation from the Render Output section by selecting Files…
Then give a name to the animation. Under save as type choose any format. In my
case I prefer to use Targa. This will generate a sequence of 200 images that I can use later
to assemble the movie. Saving a sequence is safer than saving as a movie format because
if the computer crashes, you can resume the rendering from the last frame that was produced
correctly. If you save as a movie format like AVI and the rendering fails in the middle,
you will have to render again. Choose the material for the mesh by going
to the top menu and selecting the Material Editor icon or simply by using the keyboard
M on your keyboard. Select the first material slot and click on
Standard to open the Material/Map Browser. Go to the mental ray section and select Autodesk
water. Leave the parameters without change. Apply the material to the mesh by dragging
the new material while you hold the left mouse button and releasing it on top of the mesh.
We are not going to setup any lights because this material will produce results quickly
without illumination. Keep in mind that if you are using a version of 3DS Max earlier
than 2011 you will not find this material and then you have to use other materials.
Experiment with the mental ray materials to find out which one gives you better results.
Let’s take a look at the final animation. Thank you for watching and don’t forget
to subscribe to the channel so you can automatically receive notifications of the new videos.
All comments are welcomed. The next tutorial will explain how to import
animations to 3DS Max using the RealFLowRenderKit which allows us to apply different shaders
to different components of the simulation like the core fluid, splash, foam and mist.