naxfranchise.blogg.se

Realflow 2015 tutorial
Realflow 2015 tutorial




realflow 2015 tutorial

  • If you work with imported objects RealFlow will read their UV coordinates and use them for applying the texture(s).
  • Selected node > Node Params > Display > Texture.
  • Despite of all these different maps, a node can only display one map at a time, but you can browse through these textures under Objects also support wet-dry maps (see → " Quick Start Tutorial - WetDry Map Creation" ), RealWave surfaces can have foam maps, and meshes are able to carry displacement maps from → HyFLIP simulations.

    realflow 2015 tutorial

  • There is also complete workflow guid about how to use this feature: → " Quick Start Workflows - Parameter Maps".
  • Image-controlled parameters are displayed in purple.
  • Then you can select which channel you want to use for controlling the parameter.
  • Please note that this feature requires an RGB image.
  • A new dialogue appears where you can make your settings.
  • Right-click on the parameter and choose “Load Texture”.
  • Those parameters have a small chessboard icon: There are also parameters which can be controlled with maps, for example “Particle friction” or “Roughness”. Bump maps, normal maps or other types will not have any effect.
  • Valid formats are BMP, TGA, JPG, PNG, TIF.
  • Selected object > Node Params > Texture > Load Texture.
  • Textures and shaders can only be seen with the “Flat” ( 9 ) or ”“Smooth” ( 0 ) shading modes. Hybrido domain > Node Params > Particle Channels > Vorticity
  • To make it visible it has to be enabled before the simulation starts:Įmitter > Node Params > Particles > Compute Vorticity.
  • “Vorticity” is not calculated by default and therefore you will only get a uniform colour.
  • realflow 2015 tutorial realflow 2015 tutorial

  • Selected emitter/domain > Node Params > Display > Property.
  • If you want to visualize other attributes, for example density or pressure, please go to
  • Please take a look at → " Quick Start Workflows - Colour Gradients" to learn more about how to work with colour ramps.
  • With the “+” icon you get access to a gradient tool where you can change the colours to you own needs.
  • Under “Particle range colour” you will find a gradient.
  • Selected emitter/domain > Node Params > Display.
  • By default, the colours of particles represent the fluid's velocity distribution: blue shades indicate slow particles, white stands for fast particles:
  • The specified colour will also be used as a default “material” when the node is rendered with Maxwell Render.įurthermore, it is possible to dye particles.
  • “HSV” stands for “Hue – Saturation – Value”.
  • If you prefer RGB sliders or other colour systems (HSV, RGB 0-255, RGB 0-1) please click on the “+” symbol.
  • Click on the field to open the operating system's colour browser.
  • Selected node > Node Params > Node > Color.
  • Every node can be coloured individually to change its viewport representation:






    Realflow 2015 tutorial