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Release Notes 1.0.2.0096
Release date: July, 26th 2016 (latest version)
Please take a close look at RealFlow | Cinema 4D's list of limitations and known bugs. It is a valuable resource when you encounter problems,
crashes, or difficulties:
System requirements
Features added
Improvements
Limitations
RFEngine Connection
Cinema Tools
Spline Emitter
Cinema Parameters
Filter Daemon
RFConnect
Limitations fixed
Fixed bugs
Cinema daemons
Fluid
Known bugs
RFEngine Connection
Cinema Undo/Redo
Spline Emitter
Mesher
k Speed
System requirements
Cinema 4D R15, R16 or R17 or R18 (64 bit only)
Windows 7 (or higher) or OS X 10.9 (or higher) operation systems IntelÆ or comparable main processor
8 GB RAM
75 MB disk space for installation
Network adapter and internet access for license activation
RealFlow | Cinema 4D supports GPU-based simulations and multi-core/multi-processor systems.
Note:
Since fluid simulations are computationally expensive and allocate large amounts of disk space we recommend Intel® i7 or Xeon systems (or
comparable), 16 GB RAM (or more) and a 512 GB hard disk drive/SDD.
Features added
N/A
Improvements
N/A
Limitations
RFEngine Connection
Cinema Tools
Spline Emitter
RFCFD-356 - When using a multi-segment spline with the spline emitter node the "Prev" and "Next" buttons only iterate through the
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control points on the current segment.
Cinema Parameters
Filter Daemon
RFConnect
RFCFD-361 - When the RFConnect plugin is installed the "RealFlow Mesh Exporter" and the "RealFlow SD Exporter" don't work if there
is a RealFlow Scene node in the scene. Workaround: Before exporting unparent all nodes from the Scene node and remove it, then
export, and the undo the last two actions to recove the Scene node.
Limitations fixed
N/A
Fixed bugs
Cinema daemons
Fluid
RFCFD-357. Fluid node with animated parameters doesn't work in external rendering. Workaround: Before rendering do a cache of the
simulation.
Known bugs
RFEngine Connection
RFCFD-349. If two different Fluid nodes are linked to the same Emitter node particles get created continuously only in the first linked
Fluid.
Cinema Undo/Redo
RFCFD-355 - Undo/Redo actions in the Emitters, Fluids, Meshers and Deamons parent nodes will make the scene to stop working.
Please note here we are referring to the parent nodes that are used to group nodes by category.
Spline Emitter
RFCFD-354 - If a segment is removed the configuration of the circles of the other segments is reset.
RFCFD-353 - Undo/Redo is not working when a control point is added.
Mesher
RFCF4-352 - Crash when using a Mesher node with animated parameters for external rendering. Workaround: Before rendering do a
cache of the simulation.
k Speed
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System Requirements
Minimum Configuration
Cinema 4D R15, R16 or R17 (64 bit only)
Windows 7 (or higher) or OS X 10.9 (or higher) operation systems
Intel® or comparable main processor
8 GB RAM
75 MB disk space for installation
Network adapter and internet access for license activation
RealFlow | Cinema 4D supports GPU-based simulations and multi-core/multi-processor systems.
Since fluid simulations are computationally expensive and allocate large amounts of disk space we recommend Intel® i7 or Xeon systems (or
comparable), 16 GB RAM (or more) and a 512 GB hard disk drive/SDD.
Cinema 4D R18
On September 14th we have released a new patch for Cinema 4D R18. Please go to our customer portal, log in, and download the latest version.
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Download
After the purchase you receive an automated confirmation email which contains a node-locked license key and instructions for download/install.
If you are a new customer, you also receive a customer gateway login email. Please also check your spam folder and contact us if the email is
past due for more than 24 hours.
Download the plugin from the gateway as shown below and install RealFlow | Cinema 4D ( OS X installation, Windows installation):
For the floating license option, you will need to request a key directly from our support team. Please follow the instructions for the licensing
process under OS X and Windows.
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Click on the image for a full-size view.
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OS X
Close your Cinema 4D application. Extract the RealFlow | Cinema 4D package and drag the archive's content to the “plugins” folder of your
Cinema 4D version. After the installation, start Cinema 4D. The plugin appears under “RealFlow” in Cinema 4D's main menu.
Please note that you need admin rights for changing Cinema 4D's “plugins” folder.
After the installation, start Cinema 4D. The plugin appears under “RealFlow” in Cinema 4D's main menu.
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Windows
Windows
Close your Cinema 4D application. Extract the RealFlow | Cinema 4D package. Right click on the installation program and choose "Run as
Administrator". Follow the instructions on the screen and choose the appropriate Cinema 4D version.
After the installation, start Cinema 4D. The plugin appears under “RealFlow” in Cinema 4D's main menu.
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Fact Sheet
Feature RealFlow | Cinema 4D RealFlow
Dyverso Particles x x
Particle Mesh x x
Liquid-PBD Solver x x
Liquid-SPH Solver x x
Dumb Solver x x
Wet-Dry Maps x x
Geometry Collision x x
Circle Emitter x x
Square Emitter x x
Sphere Emitter x x
Linear Emitter x x
Triangle Emitter x x
Cylinder Emitter x x
Bitmap Emitter x x
Object Emitter x x
Fill Emitter x x
Daemons x x
k Volume Daemon x x
k Age Daemon x x
k Isolated Daemon x x
k Collision Daemon x
k Sphere Daemon x x
Gravity Daemon x x
Attractor Daemon x x
DSpline Daemon x x
Wind Daemon x x
Vortex Daemon x x
Limbo Daemon x
Tractor Daemon x
Coriolis Daemon x
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Surface Tension Daemon x x
Magic Daemon x x
Filter Daemon x x
Sheeter Daemon x x
Crown Daemon x x
Hybrido x
Standard Particles x
Caronte Dynamics x
Meshes x x
Particle Mesh x
Hybrido Mesh x
Build Mesh x x
Interactive Meshing x x
RealWave x
Python Scripting x
C++ SDK x
Graphs x
Spreadsheets x
Retimer x
Maxwell Render x
Maxwell FIRE x
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FAQ : General
Is RealFlow|Cinema 4D compatible with future versions of Cinema 4D?
Cinema 4D has a very powerful mechanism that allows plugins to work in future versions using the same binaries. Sometimes there are changes
in the SDK that break this compatibility, so the best way to confirm this is to install RealFlow | Cinema 4D in the new version's "plugin" folder, and
check if everything is running. Of course we will release RealFlow | Cinema 4D periodically to support the latest version of Cinema 4D.
Yes, but you have to cache your simulation in a shared folder first to make sure that all your Team Render instances have access to the cached
files.
No, this is not possible at the moment. In future versions we will add a function for exchanging projects via RealFlow's XML scene files.
No, this is not possible at the moment. In future versions we will add a function for exchanging projects via RealFlow's XML scene files.
No. In future versions we may include Hybrido, but this depends on the user's demand for large scale simulations.
Which fluid types from RealFlow standalone are included in RealFlow|Cinema 4D?
is a super fast liquid particle based solver suited for small to medium scale scenes
comes in three flavours: Liquid - SPH, Liquid - PBD, and dumb particles.
Particle cache files are use the RPC (RealFlow Particle Cache) file format. These files can be loaded directly into RealFlow.
Mesh cache files use the ABC (Alembic) file format
Wetmaps are stored as PNG files.
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FAQ : Simulation
There is no significant boost in simulation speed with enabled GPU support. Why?
Dyverso is optimized for multi-core and many-core CPUs, but some GPU cards do not have enough computational power to outperform an 8 core
or 12 core processor.
We are always studying new techniques to harness the power of GPUs and we expect future versions to exploit GPU hardware better.
The mesh is not created where the particles are. Why is there is an offset between mesh and particles?
There are some cases where you will see an offset between mesh and particles:
The "Scene" tree object has been shifted with the the parented "Mesher" node after the particle simulation. To fix this, detach the
"Mesher" or reset the "Scene" object to its original position.
With some MoGraph objects ("Cloner", "Array", and "Matrix"), RealFlow | Cinema 4D evaluates transformations and applies them to the
"Scene" and "Mesher" nodes. This may result in an offset.
I have applied an object to the "Object" emitter, but there is no emission. What's wrong?
When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's "R
esolution" to create more particles. You may need very high settings (> 100 or more).
The particles from different fluid containers don't interact. What can I do?
This is a limitation of the current plugin and will be removed with the next major version "RealFlow | Cinema 4D 2.0".
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FAQ : Fluids and Objects
Why is there a gap between the particles and the collision object?
To be able to speed up the simulation, and especially to be able to simulate fast on the GPU, we use a proxy representation of the collision
geometry. This proxy representation is based on Signed Distance Fields (SDF) from a cell-based representation of the geometry. The smaller the
cell size, the more accurate representation, and smaller the gap. Of course, smaller cells will take more time to compute the SDF.
Why are simulations with point level animated objects (PLA) slow?
With PLA-enabled objects, RealFlow | Cinema 4D has to recalculate the internal collision geometry with every single simulation step. Especially
with small "Cell Size" values PLA might be a simulation's bottleneck.
I can see particles going through my collision object. What has happened?
With fast moving particles and/or a very small number of simulation steps per frame it might happen that a particle in a starting position goes to a
final position in the next simulation step that is at the other side of the collision geometry:
I have enabled "Continuous Collision Detection", but there are still particles going through my collision object. Why?
If this is the case the problem can be fixed by increasing the number of simulation steps (aka "substeps").
Why I can see the wetmap in the render, but not in the viewport?
Open the material panel and go to the "Editor" section. Then enable "Animate Preview...".
I have activated the "Animate Preview..." option, but still I cannot see the wetmap. Why?
Wetmaps require an UVW Tag attached to the object. You will get this tag automatically when you make your object editable.
The wet map is distorted, mirrored or repeated. How can I fix this?
Wetmaps require proper UVW coordinates and this is within your responsibility. RealFlow | Cinema 4D does not perform any changes on UVWs
or plausibility checks.
I have applied an object to the "Object" emitter, but there is no emission. What's wrong?
When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's "R
esolution" to create more particles. You may need very high settings (> 100 or more).
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FAQ : Rendering
Is RealFlow|Cinema 4D compatible with Team Render?
Yes, but first you have to cache your simulation in a shared folder so all your Team Render instances see the cached files.
Yes.
Yes.
Yes.
Yes.
Make sure that you simulation has been cached before starting the render process. Without cache files a frame has to be simulated before it can
be rendered.
If you did not cache the simulation and want to render a certain frame, let's say frame 90, the simulation will be performed from frame 0 to 90.
Once the missing part is simulated, the render process will start at frame 90.
In order to see your particles in your render you have different options. You can
instance geometry – just drag the geometry you want to instance per particle onto the "Fluid" node
convert the fluid to Thinking Particles (TP) and use Cinema 4D tools like PyroCluster, Tracer, etc. Once converted to TP it is possible to
use other third parties tools like "particle system" nodes/tags from Maxwell, Arnold or VRay.
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Getting Started
The following chapters contain some basic information and fundamental workflows to get you off to a good start with RealFlow | Cinema 4D.
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Scene Elements
The “RealFlow” menu contains the following entries:
You typically start with an emitter to determine, where the fluid particles will be created. This action creates a “Scene” tree and a “Fluid”
container. A “Daemon”, e.g. “Gravity”, introduces a force and accelerates the particles. These three elements, “Fluid”, “Emitter”, and “Daemon”,
are everything you need for a simulation (see image under "Scene Tree" below).
In the next step, the simulation is refined, e.g. if you want to create a certain fluid type like water or honey. The “Fluid” container's parameters are
used to adjust the fluid's properties.
Once you are satisfied you can add a mesh and finally, fluids and meshes are cached to save your results – these settings are shown when you
click on the "Scene" group:
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The number of emitters, fluid containers (different fluids cannot interact), and daemons per scene is not restricted and you can add as many of
these elements as you want – or as you computer is able to handle.
The online manual's "Parameter Reference" section explains every single scene elements and its settings.
Scene Tree
We recommend grouping all RealFlow | Cinema 4D elements under the “Scene” tree. This will help to keep your project clearly arranged, but you
are free to place them outside the tree as well:
The groups are hierarchical: all visibility or enabled/disabled changes affect a group's children.
Naming
It is a good idea to either keep the names assigned by RealFlow | Cinema 4D, or use meaningful names for a scene's “Fluid” containers, e.g.
“Water”, “Chocolate”, or “Oil”. Please avoid identical names, although they are supported by Cinema 4D:
With identical names there is always a chance that simulation files are overwritten.
You might not be able to identify scene elements when a scene is reopened after a longer period of time.
Simulating
A simulation is triggered with a click on Cinema 4D's "Play" button in the timeline. Bear in mind that the simulation is not saved unless
you cache it.
Viewport simulations cannot be replayed, but resumed as long as you do not go to another frame.
We recommend using the F8 key to interrupt a simulation. With large particle counts the "Break/Pause" button might not react quick
enough to stop the simulation process.
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Scene Settings
In many cases the pre-adjusted scene and simulation settings do not have to be altered, but there are situations where it is necessary to make
changes. The scene settings are located under the "Scene" tree's "Solver" tab. A complete parameter reference can be found under Parameter
Reference > Scene > Solver. Here, the most important terms and parameters will be explained:
Number of Threads
This value determines how many CPU cores and threads will be used by RealFlow | Cinema 4D. If your machine supports hyper threading the
number of threads is higher than the actual number of cores.
In simulations with just a few hundred particles it is often better to decrease "Number of Threads", e.g. from 16 to 8, or even 4. You will also notice
that there is hardly any speed boost with more than 32 threads. The reason is that computer performance does not scale linearly, and RealFlow |
Cinema 4D also needs a certain amount of time for splitting up the simulation into separate threads.
Substeps
In simulations, time is subdivided into chunks and such a chunk represents a substep, also known as time step or simulation step:
The more substeps, the higher the simulation's accuracy, but at the cost of longer simulation times.
When a simulation produces obviously wrong results, e.g. exploding particles, you should consider increasing the number of substeps.
By default, RealFlow | Cinema 4D uses so-called adaptive substeps. This means that the actual amount of steps is calculated by the fluid
engine based your "MIN Substeps" and "MAX Substeps" values.
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The question is how to find a good balance between simulation speed and accuracy? As always, this depends on your simulation and the used fl
uid type, but there are a few rules:
With fast moving fluids and object interaction, "MAX Substeps" should be increased.
When particles misbehave, "MIN Substeps" and "MAX Substeps" should be increased.
With pure "Liquid - SPH" particle simulations, "MAX Substeps" can be decreased (75-100 are often enough for "Liquid - SPH").
With high viscosity simulations, "MIN Substeps" and "MAX Substeps" should be equal (start with 20 | 20 for "Liquid - PBD" and 200 | 200
for "Liquid - SPH").
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Simulating
There are two ways to simulate RealFlow | Cinema 4D scenes:
Viewport Simulations
Viewport simulations are used to adjust parameters, fluid-object interaction, control forces, and the fluid's motion. After this process, the
simulation is cached (see below).
This type of simulation does not store any data, but you are able to control the simulation's progress in Cinema 4D's viewport. Just hit the
"Play" button to start.
To interrupt a viewport simulation you can press the "Pause" button, but we recommend using the F8 key instead, especially with heavy
simulations.
As long as the frame is not changed after an interruption it is possible to resume the simulation.
Viewport simulations cannot be played back, because there is no saved ("cached") data available.
It is possible to create meshes during viewport simulations, but the meshes will not be saved either.
Cached Simulations
The second method saves the simulation's particles and mesh data to disk. This process is known as caching.
In order to cache a simulation go to Scene > Cache and specify a path where the files will be stored (see image below).
Press "Cache Simulation". The simulation's progress will not be displayed in the viewport, but you can see a progress bar instead.
Once the simulation is finished it can be played back. If you want to change anything, disable "Use Cache", adjust the viewport
simulation, and cache again.
As long as you do not specify an alternative path, previously saved files are being overwritten when you start a new cached simulation.
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Include & Exclude
With RealFlow | Cinema 4D it is possible to include and exclude simulation nodes on demand by linking them via a well-known system: the mode
of operation is the same with Cinema 4D's light sources. Please take a look at the example setup:
Here is where to establish the relationships – all actions are drag and drop:
Go to the fluid containers and open Simulation > Linked Emitters for attaching the appropriate emitters.
Every daemon has its own "Linked Fluids" field in the "Daemon ..." tab. It works exactly as the "Linked Emitters" field above.
The "Mesher" nodes work in exactly the same. Open Mesh > Linked Fluids and drag the appropriate nodes to this field.
Default Relationships
You might have noticed that most nodes have an entry already. The reason is that RealFlow | Cinema 4D establishes relationships automatically
based on the following rules:
If there is only one "Fluid" object every simulation node (emitters, daemons and meshers) is linked to this "Fluid" container automatically.
If there is more than one "Fluid" object every new simulation node will be linked to the selected "Fluid" containers (select them in Cinema
4D's "Object" manager).
If there is more than one "Fluid" object, but none is selected, RealFlow | Cinema 4D will not establish any links.
Objects with a "Collider" tag will be connected to all existing fluid containers.
Different fluid containers are not able to interact.
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Caching
Caching is not a very common concept with Cinema 4D unless you are a MoGraph or dynamics artist. Therefore we have compiled some
information for you:
Try to keep track of your cache files. The best way is to create a common folder structure where the Cinema 4D files are stored together
with the simulation files. The cache folder can be adjusted under the “Scene” tree's “Cache” tab.
RealFlow | Cinema 4D writes one particle file per "Fluid" container and frame, and one mesh file per "Mesher" container and frame.
Both, the number and size of the files can grow quickly, so please make sure that you have enough free disk space available.
Simulation data are not saved with the Cinema 4D project file. If you close a file without caching all previously simulated data, your
results will be lost. The scene elements (emitters, daemons, etc.) will be kept, of course.
RealFlow | Cinema 4D's simulation files can become very large, and this is often seen as something negative. But, the information for 1 or 2
millions of particles have to be saved somewhere. That's a simple fact. Unfortunately, we're not able to magic away all the position, speed, or
density data
File Formats
RealFlow | Cinema 4D uses the RPC format (“RealFlow Particle Cache”) for its particle files. These files are fully compatible with RealFlow's
standalone version, but also with the RealFlow RenderKit and the Connectivity Plugins.
Meshes are stored as ABC files (Alembic). These ABCs can be loaded with Cinema 4D, RealFlow standalone, or any other application with
Alembic support.
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Fluid-Object Interaction
RealFlow | Cinema 4D's fluids are capable of interacting with Cinema 4D's objects. This way it is possible to fill glasses and water tanks, create
splashes through collision, guide particles through tubes or riverbeds, and so on. The main task with fluid-object interaction is to prevent the
particles from going through the objects. The following object types are supported:
In order to make an object visible to RealFlow | Cinema 4D a "Collider" tag has to be attached:
Right-click on the appropriate object and choose RealFlow Tags > Collider.
Each object requires its own tag.
It is possible to group several objects and attach the "Collider" tag to the group.
Volume Mode
This parameter is used to determine how an object is treated by RealFlow | Cinema 4D. By default, the plugin detects whether an object is solid,
hollow, or surrounded by a thin, invisible shell. There are cases where the automatic detection is problematic, e.g. when an object is very
complex, has convex and concave polygons, or holes. Here it is advised to uncheck the "Auto" option and choose the "Volume Mode" manually:
"Solid Inside". The object is considered as a solid block. Particles will only interact with the object's outside.
"Solid Outside". The object is closed and hollow. Particles will only interact with the object's inside. Great for filling logos.
"Shell". The object is single-walled and/or partially open, e.g. a glass, a vase, or a plane. The plugin creates a thin shell (thickness =
Cell Size * 3) around the object. As a consequence there will always be a gap between particles and object.
If you can see leaking particles in conjunction with thin or single-walled objects please consider enabling the tag's "Continuous Collision
Detection" option under "Collision".
Cell Size
With "Auto" turned on, RealFlow | Cinema 4D uses your selection from the "Collision Geometry Detail" menu to calculate "Cell Size". By default,
the value is calculated automatically based on your "Collision Geometry Detail" settings. Be aware that small "Cell Size" settings will increase
simulation times. Instead of using very small "Cell Size" values you should think about changing "Surface Offset" (see below).
"Cell size" can be animated. This allows you to refine collision detection over time and speed up the simulation.
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Surface Offset
Instead of using very small "Cell Size" values you should think about changing "Surface Offset":
Animated Objects
Only objects with animation keys and PLA can be used in conjunction with RealFlow | Cinema 4D's particles. Dynamic objects like rigid and soft
bodies, or cloth have to be baked:
RealFlow | Cinema 4D calculates an animated object's velocity and takes it into account for the interaction with the fluid. To make this
velocity visible go to Collider tag > Display > Show Collision Velocity.
If an animated object's number of polygons and vertices is changing over time its velocity is 0.
Velocity is also considered with the "Object" emitter's "Parent Velocity" parameter.
With "Liquid - SPH" you will hardly see leaking particles, because here the number substeps is very high by default.
With "Liquid - PBD", the default number of "MAX Substeps" is just 2. Try values between 5 and 15 for better results.
If possible reduce the particles' speed by decreasing Emitter > Emission > Speed.
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Materials and Emitters
RealFlow | Cinema 4D offers two emitters with material support to control particle emission:
Only pure white pixel will be able contribute, grey shades are not considered!
Animated shaders or bitmaps are not supported at the moment.
Image
The "Image" emitter consists of a scaleable plane acting as the emission area. The actual particle creation is controlled through a material, but be
aware that only pure white pixel will be able contribute, grey shades are not considered!
Object
If you want to use images for emitting particles from objects choose the "Object" emitter. Parametric objects have to be made editable, because
this emitter requires proper UVW coordinates.
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Meshing
Meshing is the process of turning a particle cloud into a solid object. Although meshing requires a little experience to get a feeling for how the
parameters play together, there is a simple rule of thumb:
It can be difficult to get a good mesh from just a few hundreds or thousands of particles. Those meshes often look blobby and muddy, not like
water:
Meshes with default settings created from simulations with 5000 and 92000 particles
"Resolution" determines the mesh's level of quality, and better settings will create more but smaller polygons.
"Radius" is the size of the spheres RealFlow | Cinema 4D creates around the particles to blend them together. With high values meshes
often look thick and blobby, low values create a torn look.
So, the art is to find a balance between "Resolution" and "Radius". Since this balance is sometimes difficult to achieve you should take a look at
"Smooth":
"Smooth" controls how strong the individual spheres will be blended together.
A starting value around 4 or 5 is good. Higher values will remove more detail from the mesh.
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The mesh from above with higher "Resolution" and smoothing.
Thinning, Relax
Another very common mistake is the extensive use of the "Thinning" and "Relax" filters:
These parameters are applied to sharpen a mesh's border, but very high settings may create the look of liquid metal.
Start with moderate "Relax" values, e.g. 0.1, and increase the number of "Relax Iterations" instead (e.g. 5) to get better control.
"Thinning" will shrink the mesh and when the value is too high the mesh will not match the underlying particle cloud anymore.
The same mesh shows more details with "Thinning" and "Relax".
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"Auto Build". When enabled the mesh will be created automatically when you change a parameter from the "Mesh" tab.
"Build" Mesh". A click on this button triggers the mesh creation process.
Once you are ready go to Scene > Cache and press "Cache Simulation". The meshes will be created and saved to the location specified under
"Cache Folder (Mac OS X | Windows)".
For still images we recommend making the mesh editable. Then it is possible to work on the mesh's topology and modify its structure.
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Display Options
RealFlow | Cinema 4D's simulation and scene elements provide several display options:
With "Visible in Editor" and "Visible in Renderer" it is possible to show and hide a scene element. The mode of operation is exactly the as
with standard Cinema 4D objects.
"Use Color" and "Display Color" effect daemons only.
By default, the RealFlow | Cinema 4D logo is visible once there is a "Scene" object. To hide it go to Scene > Display > Display Icon.
Some daemons can be bounded to a certain volume. This bounding volume is displayed in the viewport; handles allow you to change the
volume's size interactively.
Particles
Fluid containers provide a wide variety of options to customize the particles' look under Fluid > Display.
For detailed information about how to work with the "Display" settings, please open "Fluids : Display".
If you have attached render objects to a fluid container you can decide whether you want to show the objects in the viewport or at render
time only: Fluid > Particles > Child Objects > Render only.
Objects
Only objects with a "Collider" tag are able to interact with RealFlow | Cinema 4D particles.
In order to improve fluid-object interaction you can visualize an object's collision geometry with Collider tag > Display > Show Collision
Geometry.
This option draws a red mesh around the object; the mesh reacts on your settings made under the tag's "Property" tab.
Under "Display" you also see "Display Collision Velocity". This option is available for animated objects and displays its velocity as red
lines: the lines' length is an indicator for the object's velocity.
Reset the scene or scrub the timeline if the mesh/velocity is not visible.
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An sphere's collision geometry and velocity vectors (only available for animated objects).
Meshes
Meshes provide vertex maps for the vertices' individual X, Y, and Z velocity components.
If you want to use the combined speed values instead go to Mesher > Channels > Speed.
The individual "Scale" values are used to enhance the difference between the velocity values: with smaller values, e.g. 0.2 you normally
get better results.
By default, the velocity distribution is only visible at render time in conjunction with a material.
When the mesh is made editable it is possible to preview the colour range (see right image below) by clicking on a vertex map. Of course
this action will make the mesh an object and you will lose all parameters.
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Important Workflows
Tips, tricks, and workflow descriptions.
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Multiple Emitters
It is possible to add more than one emitter to a fluid container, e.g. if you want to create liquids in different places, but all particles will have
identical properties:
If there is only one fluid container in the scene the emitters will be attached automatically, but if you want to do this manually
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Initial States
Imagine a scene, where you have to simulate 100 frames to wait until the fluid particles have settled or have reached a certain point in space.
These 100 frames will not be used, because the really interesting part starts at frame 101. Instead of deleting the surplus files and struggle with
offsets, you can create an initial state from the last frame. When "Use Initial State" is enabled this saved state will be shown at frame 0 and be
used as a starting point for the next simulation cycle. Now you have exactly the frames you really need, because the previous frames will be
overwritten at cache time.
the creation of puddles (see below) in conjunction with the "Crown" daemon
emitters and daemons like "Spline" and "DSpline"
calm fluid surfaces.
filled tanks and containers.
Creating a Puddle
Start with a cube and attach a "Collider" tag with the following settings – high "Friction" prevents the particles from spreading out, a low "Bounce"
value avoids "elastic" particles:
Add a "Sphere" emitter. Enable "Fill sphere", set "Speed" to 0, and "Randomness" to 0.2.
Go to Fluid > Fluid, and enter 100 for "Resolution" and 2 for "Surface Tension",
Create a "Gravity" daemon.
Next, create a "Drag" daemon and animate its "Drag Strength" from 0 to 400.0 between frame 0 and 200. This helps to slow down the
fluid and make it rest.
Simulate for 250 - 300 frames.
You will observe that the particles slow down and create a circular puddle. The puddle's diameter and height depends on how fast the particles
are being decelerated.
Once the particles have come to rest you can create an initial state as described above. This state can then be used for further simulations, but
please disable or remove the "Drag" daemon.
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Sheeter Daemon
Some of the projects of the "Scenes Download" section contain a "Sheeter" daemon, e.g. "Crown Splash", "Tendril Drop", or "Filling A Glass".
In many simulations you can observe holes inside the fluid or a large number of small droplets. Sometimes the fluid also breaks up or has a torn
and frayed look. The "Sheeter" daemon has been designed to detect these holes and fill them with particles. During simulation, the daemon
constantly creates new particles. This means that the total number of particles increases, and this leads to longer simulation times. Here is the
interface:
Although the "Sheeter" provides an impressive number of parameters, the daemon is easy to control. In most cases you need just one parameter
– "Min Cavity Size":
This parameter is dimensionless and works best in a range between 0.5 and 3.0.
The smaller the value, the more individual strings and filaments will be created.
With higher settings it is possible to close holes.
When the particles are very fast or when the holes are very big it might happen that the hole-filling process will fail.
Start your simulation with deactivated "Use Velocity Alignment".
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Min Cavity Size = 0 Min Cavity Size = 0.6 Min Cavity Size = 0.8 Min Cavity Size = 1.0
Simulation with Min Cavity Size = 1.1 | Left: Use Relative Speed= No | Right: Use Relative Speed = Yes, Min Relative
Speed = 0.0, Max Relative Speed = 20
Since Cinema 4D's timeline uses frames, not seconds, a conversion is required. Let's say particles which are older than 67 frames should not be
affected by the "Sheeter" daemon. The frame rate is 30 fps:
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Simulation with Min Cavity Size = 1.1 | Left: Use Age = No | Right: Use Age = Yes, Max Age = 1.0
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DSpline Daemon Basics
You can download the scene, described here, from this online manual. Just visit the "DSpline Daemon" page
The "DSpline" daemon is the perfect choice if you want to make particles following a given path.
Start with the spline, e.g. one of Cinema 4D's native types like "Helix", or a hand-drawn spline.
Add a "DSpline" daemon and drag the spline to Daemon Spline > Spline Object.
The viewport gizmo has the spline's shape and red circles, indicating the daemon's control points.
The circles around the control points represent the area (or better: volume) where the daemon's radial forces are active.
In many cases the number of control points is not sufficient, because the distance between them is too big: some particles might not be dragged
from one point to another. To fix this, add new points:
Of course, an emitter is required: the emitter can be placed anywhere on the spline, but please make sure that it is placed inside a control point's
circle. Otherwise some particles will not be attracted, because they are out of scope. Ideally, emission direction is aligned with the spline.
Adjusting Forces
It is possible to adjust each control point's forces individually under Daemon Spline > Control > Axial | Radial | Vortex. The point's scope (=
circle) is adjusted with "Radius" or the gizmo handles. If you want to change forces globally for all points use the "Strength" parameters:
"Vortex" adds a clockwise (positive values) or counter clockwise (negative values) twist to the particles. The particles might leave their
path with high settings, but you will also get a more turbulent fluid.
"Axis" attracts (positive values) particles towards the spline or repels (negative values) them. This way it is possible to create a thinner or
thicker particle stream.
"Radial" moves the particles from one control point to another. Particles outside the circles will not be attracted and leave the path.
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A "DSpline" daemon with a "Sphere" emitter: default forces (left), adjusted forces and a "Drag" daemon (right).
Supporting Daemons
Sometimes it can be difficult to adjust the fluid's velocity or get enough turbulence:
A "Drag" daemon decelerates the particles. This daemon is very sensitive and you should start with moderate values between 0.1 and
0.5.
Add bounded "Noise Field" daemons for more turbulence and a vivid fluid simulation. Normally, the daemons are placed along the
control points.
The "Sheeter" daemon helps to fill holes inside the fluid and prevents the particles from being torn apart.
The "k Isolated" daemon removes stray particles.
With "k Age" it is possible to delete particles after a certain time.
A "DSpline" daemon with "Drag", several "Noise Field", and "Sheeter" daemons. On the right you see the meshed fluid.
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Spline Emitter
You can download the scene, described here, under "Animated Spline Emitter".
The "Spline" emitter allows to emit particles from a given path. It is also possible to make particles following a path, but in this case we
recommend using the "DSpline" daemon, because it has more options and better control parameters.
Start with the spline, e.g. one of Cinema 4D's native types like "Helix", or a hand-drawn spline.
Add a "DSpline" daemon and drag the spline to Emission > Spline Object.
The viewport gizmo has the spline's shape and blue circles, indicating the emitter's control points.
The circles around the control points represent the particle stream's thickness.
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Adjusting Control Points
Each control point can be adjusted individually:
"Radius" determines the fluid stream's thickness when Emission > Creation is set to "Tube" or "Edge". You can use the viewport gizmo
as well.
"Speed" is the particles' emission speed at creation time. This value is combined with the global "Speed" parameter.
"Rotation" makes it possible to change emission direction. Direction is indicated by an arrow in the viewport gizmo.
Animated Splines
Very nice simulations can be achieved with animated splines: many of Cinema 4D's built-in spline have animatable parameters, e.g. radius or
angle. The "Spline" emitter recognizes these changes over time and uses the animation to control particle emission.
In the image below you see a "Helix" spline with animated "End Angle" values from 50° to 720°. The emitter's "Creation" mode is "Axis", and
"Speed" is 200.0. Additionally, a "Drag" daemon has been added to slow down the fluid:
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Supporting Daemons
A "Drag" daemon decelerates the particles. This daemon is very sensitive and you should start with moderate values between 0.1 and
0.5.
"Noise Field" introduce turbulence and care for a vivid fluid simulation.
The "Sheeter" daemon helps to fill holes inside the fluid and prevents the particles from being torn apart.
The "k Isolated" daemon removes stray particles.
With "k Age" it is possible to delete particles after a certain time.
An animated "Spline" emitter with "Noise Field", "Drag", and "Sheeter" daemons. On the right the meshed fluid.
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Filling Objects
We have prepared a scene file, where RealFlow | Cinema 4D's volume modes can be seen in action: "Filling Methods".
RealFlow | Cinema 4D offers two main methods for filling objects, but there is one thing you have to consider in every case: the "Collider" tag's
"Volume Mode".
Fill Emitter
This emitter is used to fill completely closed objects:
Create the object you want to fill and apply a "Collider" tag.
Set Collider tag > Properties > Volume > Volume Mode to "Solid Outside". This mode creates a hollow object.
Add the "Fill" emitter and drag the object to Fill > Emission > Body. A regular particle matrix appears.
Add a "Gravity" daemon and simulate.
You will see that the fluid is collapsing and in the end the object is not filled completely. To avoid this, take a look at the next method.
This emitter is not recommended for filling open objects like glasses, vases, or swimming pools, because "Fill" requires closed volumes.
Filling Up an Object
The next method is suited for any object type – closed and open.
Create the object you want to fill and apply a "Collider" tag.
For open, double-walled objects choose Collider tag > Properties > Volume > Volume Mode > Solid Inside.
For open, single-walled objects choose Collider tag > Properties > Volume > Volume Mode > Shell.
For closed objects choose Collider tag > Properties > Volume > Volume Mode > Solid Outside.
Add any type emitter (except "Fill") and a "Gravity" daemon.
Now simulate until the object is filled up with particles. Then, create an initial state and trigger a new simulation using this state as a starting point.
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Open, double-walled: Solid Inside | Open, single-walled: Shell | Closed, single-walled: Solid Outside
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Rendering
Learn how to render particles as objects, use a mesh's vertex maps to visualize a fluid's differences in velocity in your rendered images, and how
to apply wet maps.
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Render Engines
RealFlow | Cinema 4D supports
Please make sure that you have installed the latest version of the RealFlow | Cinema 4D plugin (v1.0.1.0095) and Octane for Cinema 4D.
Team Render
Meshes and particle render instances can be rendered with Cinema 4D's "Team Render". Please be aware the the RealFlow | Cinema 4D plugin
has to be installed on all machines you want to use for the render process. You also have to make the files available to your render nodes: cache
the simulation files to a shared folder. It is also important that all plugins and Cinema 4D installations share exactly the same version number.
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Particle Rendering
When a particle simulation is being rendered you will not see anything, because the particles are nothing more than position indicators – just as
you know it from Thinking Particles or Cinema 4D's standard particles. But, adding render instances is just a matter of a single drag-and-drop
action once the fluid simulation is finished:
Create the object you want to use for rendering the particles.
Scale and/or rotate it your needs, apply a material.
Group the object under the "Fluid" container.
Render.
You can attach as many objects as you want and apply different materials as well. RealFlow | Cinema 4D will distribute the objects accordingly.
Even animated objects are supported, as well as mixtures of animated and static objects.
If you want to see the objects at simulation time go to Fluid > Particles > Child Objects and disable "Render only". Be aware that disabling this
option might increase simulation time.
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Mesh Rendering
RealFlow | Cinema 4D particles are differently coloured according to their velocities:
When you take a look at the "Mesher" object you will recognize three "Vertex Maps" tags representing the fluid's velocity split into X,Y, and Z
components:
The vertex maps can be used to visualize the fluid's velocity differences in the rendered image, adding some extra realism:
In the new dialogue you will find another “Texture” option and a gradient.
Change the gradient to your needs.
Open Texture > Effects, select “Vertex Map”, and click on the white square.
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Drag one of the mesh node's vertex map tags to the empty “Vertex Map” slot.
Render an image to see the effect. If the result does not meet your expectations, for example when it lacks contrast, then
increase or decrease Mesh > Channels > Channel name > Scale to change the ratio between the colored areas and render until you
get the desired result.
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A mesh's "Velocity X" channel rendered with Scale = 1.0 and Scale = 1.5.
A preview in the viewport is possible, but you have to make the "Mesher" object editable, and that means that you cannot make changes
anymore. Then, click through the vertex maps.
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WetMaps
You can see wet-dry maps in action in a downloadable scene: "Splash to Wall Wetmaps".
RealFlow | Cinema 4D is able to read an object's UVW coordinates for applying textures or creating wet-dry maps. If the UVW coordinates are
wrong or not present you will not get the expected results and the calculation of wet-dry maps might fail. Here is some more information on them:
You have to assign a "Collider" tag to the object you want to make wet.
The tag provides the parameters to control the map's quality and drying effects.
RealFlow | Cinema 4D's wet maps are always squared.
Wet maps will be cached together with the particle simulation. Then it is possible to post-process and reapply the maps.
Assign a "Collider" tag to an object, open RF Collider tag > WetMap, and make your settings.
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Attach the material to the object.
To see the maps at simulation time, go to the material's "Editor" tab and enable "Animate Preview":
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Improving Quality
The object's "Cell Size" value determines the quality of the fluid-object interaction. If you can see gaps between particles and surface decrease
this value:
By default, "Cell Size" is calculated automatically, based on your "Collision Geometry Detail" selection.
When you disable the "Cell Size" parameter's "Auto" option you are able to enter a custom value.
Select the material and open RealFlow WetMap > WetMap Display.
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Adjust the colour gradient.
Be aware that these colour changes are temporary only unless you (re-)cache the simulation.
Results
Here you can see a screenshot from a simulation and a cached map:
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Motion Blur
Meshes
RealFlow | Cinema 4D meshes carry velocity information which can be read by a render engine. Under Mesh > Mesh you will find a parameter
("Motion Blur Strength") to control this effect:
To render out meshes with motion blur you can use Cinema 4D's physical render engine, or any other enabled renderer. With Cinema 4D's
standard renderer you have to activate sub-frame motion blur:
Particles
Particles cannot be rendered by default, and they always need an object attached (see "Particle Rendering"). The particles' velocity information is
transferred to the object and affects motion blur. Currently it is not possible to control motion blur strength in conjunction with particles.
Thinking Particles
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RealFlow | Cinema 4D's particles can be turned into Thinking Particles under Fluid > Particles. These converted particles contain the original
velocity information for motion blur effects:
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Cinema 4D Modules
Owners of Cinema 4D Studio have the possibility of converting RealFlow | Cinema 4D particles into Thinking Particles. Then, the particles can be
connected to other modules.
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Thinking Particles
RealFlow | Cinema 4D particles can be converted into Thinking Particles (Cinema 4D Studio only) with a click on Fluid > Particles > Thinking
Particles.
This action also changes the particles' representation in the viewport and the typical crosses appear:
The Thinking Particles are now available under Simulate > Thinking Particles > Thinking Particles Settings... where you have several option
for control their appearance. The "Fluid" containers are located in the "Particle Groups" field from where they can be dragged and dropped to
Cinema 4D objects. A connection to XPresso is not available at the moment.
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RealFlow | Cinema 4D is able to mesh Thinking Particles. Simply drag a "Fluid" group to Mesher > Mesh > TP Group.
The Thinking Particles from RealFlow | Cinema 4D can also be used in 3rd party tools if they provide an appropriate interface.
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PyroCluster
Convert the RealFlow | Cinema 4D particles into Thinking Particles:
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Drag the "Fluid" group to Particle Geometry > Particle Group
Apply a "PyroCluster" shader to the "Particle Geometry" object.
Add an "Environment" object and attach the "PyroCluster - Volume Shader".
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MoGraph
Interested in a downloadable scene file where the workflow is shown? Just visit "MoGraph Splines" and grab the file.
The connection between RealFlow | Cinema 4D and MoGraph requires Thinking Particles and a few clicks:
Convert the particles into Thinking Particles with Fluid > Particles > Create Thinking Particles.
Open Simulate > Thinking Particles > Thinking Particles Settings...
Look for the "Fluid" container in the "Particle Groups" field.
Add a "Matrix" MoGraph object, for example, and choose Matrix > Object > Mode > Object.
Drag the Thinking Particles "Fluid" group to the MoGraph's "Object" field.
The "Matrix" object is now the starting point for your MoGraph scene and can be added to other MoGraph objects like the "Tracer". Effectors can
also be applied for influencing the particles, create morphing effects, apply formulas, and so on.
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A RealFlow | Cinema 4D simulation with a "Matrix" object and a "Tracer"
Be aware that it is often necessary to cache the MoGraph object before it can be used with RealFlow | Cinema 4D (MoGraph Tags > MoGraph
Cache). For more information on how to cache MoGraph data please visit Cinema 4D's internal help.
It is possible to clone and duplicate RealFlow | Cinema 4D's simulation nodes (emitters, daemons, etc.) to create complex fluid arrays.
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Parameter Reference
Find explanations for every parameter here.
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Scene
The "Scene" tree is a hierarchical structure with pre-defined folders and contains RealFlow | Cinema 4D's scene elements. All RealFlow | Cinema
4D scene nodes should be inside the "Scene" tree and there can only be one "Scene" tree at a time.
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Scene : Solver
This is the place where the simulation preferences are defined. The "Solver" tab is subdivided into four sections.
Global
Liquid - PBD Solver
Liquid - SPH Solver
GPU
Global
Number of Threads
Here you specify how many computer processors and cores you want to use with your simulations.
Time Scale
Values smaller than 1.0 will decelerate the fluid; settings greater than 1.0 have an acceleration effect. “Time scale” works as a factor: 2.0 means
that the fluid will be two times faster.
Stepping Strictness
RealFlow | Cinema 4D calculates how fast the fluid will move within a simulation step (aka "time step" or "substep" – see "Liquid - PBD Solver"
and "Liquid - SPH Solver" below):
With a value of 1.0, the fluid will not move more than 1 grid cell in the current simulation step.
With values smaller than 1.0, the fluid can cover a longer distance within a single step – the solver is less strict.
When enabled RealFlow | Cinema 4D will adjust the simulation's substeps to get a correct fluid-object interaction behaviour:
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MIN Substeps
Higher values increase simulation time. We recommend moderate increases of just a few substeps.
For a fixed number of substeps, e.g. with high-viscosity fluids, use equal values for “MIN substeps” and “MAX substeps” like 20 and 20.
The default value normally provides the best ratio between speed and accuracy.
MAX Substeps
Higher values increase simulation time. Try using values around the default setting.
For a fixed number of substeps, e.g. with high-viscosity fluids, use equal values for “MIN substeps” and “MAX substeps” like 20 and 20.
The default value normally provides the best ratio between speed and accuracy.
MIN Iterations
MAX Iterations
Accuracy
0.0 RealFlow quickly finds a solution, but it will not be very accurate
1.0 RealFlow finds a solution that is very close to the exact behaviour, but simulation time will increase.
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MIN Substeps
Higher values increase simulation time. We recommend moderate increases of just a few substeps.
For a fixed number of substeps, e.g. with high-viscosity fluids, use equal values for “MIN substeps” and “MAX substeps” like 20 and 20.
The default value normally provides the best ratio between speed and accuracy.
MAX Substeps
Higher values increase simulation time. Try using values around the default setting.
For a fixed number of substeps, e.g. with high-viscosity fluids, use equal values for “MIN substeps” and “MAX substeps” like 20 and 20.
The default value normally provides the best ratio between speed and accuracy.
GPU
The parameters of this section are only required when your computer is equipped with a compatible graphic board. If your GPU is not
compatible the entries are greyed out.
Use OpenCL-GPU
This option is only available if your graphic card supports OpenCL-CPU calculations. With very fast multi-core CPUs, the GPU's impact on the
simulation is often negligible.
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Device
Choose, which GPU you want to use. Please note that only one GPU can be used for simulations.
Use CUDA-GPU
This option is only available if your graphic card supports OpenCL-CPU calculations. With very fast multi-core CPUs, the GPU's impact on the
simulation is often negligible.
Device
Choose, which GPU you want to use. Please note that only one GPU can be used for simulations.
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Scene : Cache
"Caching" means that RealFlow | Cinema 4D writes the simulation data to disk (one file per fluid/mesh node and frame) and saves them for later
use, e.g. for replaying the simulation or exchange with other programs. You can find more information about this topic under "Caching".
This is the OS X path to the folder where the simulation files will be stored.
This is the Windows path to the folder where the simulation files will be stored.
Use Cache
When enabled RealFlow | Cinema 4D will read existing cache files from the "Cache Folder (Mac OS X | Windows)".
Cache Simulation
When you click on this button RealFlow | Cinema 4D will simulate the adjusted frame range. During this process, particles are not visible, but a
progress bar informs you about the simulation's state and with “Cancel” the process is interrupted.
Remove Cache
A click on this button removes all simulation files and empties the cache folder (this action cannot be undone!). A new windows asks for
confirmation.
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Scene : Display
Here, the viewport icon is enabled or disabled.
Display Icon
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Meshers
RealFlow | Cinema 4D's mesh engine is able to mesh native particles, but also Thinking Particles from 3rd party sources.
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Meshers : Object
The following parameters are used to change the mesh's size. To see the effect of your settings simulate or press Mesh > Build Mesh.
Scale.X
Scale.Y
Scale.Y
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Meshers : Mesh
Here, mesh's shape and quality level are adjusted.
Linked Fluids
It is possible to combine two or more fluid container under a single mesh node. Alternatively you can add additional "Mesher" nodes and mesh
each fluid separately.
TP Group
RealFlow | Cinema 4D is capable of meshing Thinking Particles particle groups. It is even possible to combine Thinking Particles with RealFlow |
Cinema 4D particles. In order to add a particle group follow these steps:
Resolution
This is the mesh's quality level: the better the quality, the more polygons, and the longer the mesh creation time. Choose from five levels.
Radius
To create the mesh, RealFlow | Cinema 4D creates spheres around the particles and blends them. The size of these spheres is controlled here:
The quality of the mesh also depends on the number of particles, and more particles create better meshes.
With small "Radius" values and a low number of particles the mesh might look eroded or you will even see individual spheres.
With high settings you might lose detail and mesh looks blobby with thick borders.
You can refine the mesh with the "Smooth" parameter.
The value corresponds with Cinema 4D's "Project Scale" und "Project Settings" (Ctrl/Cmd + D) and is updated accordingly when the unit
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is changed, e.g. from "Centimeters" to "Meters".
Smooth
A value of 4 or 5 is sufficient in most cases. Higher values (6-7) can be used to close small holes in the fluid or remove unwanted patterns. With
settings of 8 and more, most details will be lost.
Thinning
This filter is an easy-to-use method to improve the mesh's overall quality. Valid values range between 0 (no thinning) to 1 (maximum). We
recommend settings between 0.1 and 0.3.
Relax
This type stretches and sharpens the meshʼs edges and gives you a much more natural look. Valid values range between 0 (no thinning) to 1
(maximum). We recommend values between 0.1 and 0.3, and alter “Relax Iterations” instead. Over-relaxed meshes have sharp borders and a
stringy look.
Relax Iterations
Here it is possible to control the strength of the motion blur effect. The value acts like a multiplier.
Auto Build
When enabled the mesh will be recreated automatically once you have changed a mesh parameter. When disabled you have to click on "Build
Mesh".
Build Mesh
A click on this button recreates the mesh with the new settings. If you want to apply changes automatically enable "Auto Build".
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Meshers : Channels
A channel is a fluid property, for example velocity. The fluid's velocity channels is available as a series of vertex maps and can be used to
visualize differences in the property's values. This way it is possible to achieve realistic shading effects. Please go to "Mesh Rendering" to learn
how to use channels with materials and shaders.
Speed
Velocity X | Y | Z
Instead of the combined speed value it is also possible to visualize the individual XYZ components.
Scale
Every channel has a "Scale" parameter for controlling the vertex map's strength. This is useful to enhance differences in the channels and to
create more contrast.
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Meshers : Display
There is just one entry grouped under "HUD":
Show HUD
Display a HUD with information about the mesh's number of vertices and polygons.
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Emitters
An emitter is the point of particle creation and you can choose from a wide variety of different types.
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Emitters : Object
The following parameters are used to change the emitter area's or volume's size. An emitter's viewport gizmo will be updated according your to
your settings.
Enter your values for width (X), Height (Y), and Depth (Z) individually. If a daemon can be bounded these values affect the bounding box.
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Circle : Emission
“Circle” is an area emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters
can be scaled, rotated, and translated like objects; an arrow indicates the direction of emission.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Side Emission
Normally the particles are poured out along the emission axis, but it is possible to emit the particles from the emitter's edge. Then, the circleʼs
inner area remains empty.
Ring Ratio
You are able to define a ring from where the particles will be emitted. Small values create a larger emission area, higher settings are responsible
for thin rings. The value's range is between 0 and 1.
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Cylinder : Emission
“Cylinder” is a volume emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container.
Emitters can be scaled, rotated, and translated like objects.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
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Fill : Emission
You can use any object with this emitter to fill it or create particles on its surface. Changes on position, rotation, or scale do not affect this emitter,
because the creation of particles depends on the object you want to fill with particles. Objects meant to be filled require a Collider" tag. For more
information about filling objects please go to "Filling Objects".
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Body
You can drag any closed object to this slot to fill it with particles, but only one node per emitter is allowed.
Jittering
By default, the emitter creates a regular particle distribution and this leads to patterns. “Jittering” adds random displacement to the particles. The
allowed values range between 0.0 and 1.0 for maximum randomness.
Seed
In order to change the initial distribution of particles in conjunction with "Jittering" change this value. You can enter any positive number.
Fill Ratio X
This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in X direction, while 1.0 entirely uses the selected
axis.
Fill Ratio Y
This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in Y direction, while 1.0 entirely uses the selected
axis.
Fill Ratio Z
This parameter is used to achieve partial filling. A value of 0.0 means that there are no particles in Z direction, while 1.0 entirely uses the selected
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axis.
Layers to remove
With this function it is possible to delete particle layers from the outside to the inside. This creates a gap between the object and the fluid.
Fill Volume
Activate this feature to fill the object with particles. Here are a few notes:
As soon as a force is acting on the particles, e.g. “Gravity” the particles will start to collapse. This means that the original volume will not
be maintained.
You have to simulate for a certain time to let the fluid particles settle. Then, an initial state can be created and the simulation is resumed
from this state.
Layer
With “Fill volume” disabled the particles are spread over the object's surface. This feature does not create a particle stream. When the emitter's
associated object carries a texture (see “Texture”) the particles will only be created in areas with texture values greater then 0.
Texture
With “Layer” turned on and a texture it is possible to create particles in certain areas on the object's surface:
Particles are only created in areas with texture values (“Color”) greater than 0
Texture tags and projection methods are not evaluated – the emitter uses UVWs only.
Cinema 4D's built-in procedural shaders (e.g. noise) are supported.
Please read "Materials and Emitters" for detailed information.
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Image : Emission
“Image” lets you either load a single image or an entire image sequence as an emission mask. The viewport gizmo represents the size of the
emission area. Emitters define the point of particle creation in 3D space, while the particles are part of the fluid container. Emitters can be scaled,
rotated, and translated like objects; an arrow indicates the direction of emission.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here. The
parameter is connected to Cinema 4D's scale settings.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Texture
Create or open a material and drag an image or a shader from the "Texture" field to this slot:
The emitter only uses the image's purely white parts for the emission – grey shades are not considered.
Cinema 4D's built-in procedural shaders (e.g. noise) are supported.
Please read more under "Materials and Emitters".
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Linear : Emission
"Linear" is a two-dimensional emitter in the shape of a straight line. Emitters define the point of particle creation in 3D space, while the particles
are part of the "Fluid" container. Emitters can be scaled, rotated, and translated like objects; an arrow indicates the direction of emission.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Height
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
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Object : Emission
“Object” is a volume emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters
can be scaled, rotated, and translated like objects.
Emitter Type
Toggle the emitter's type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Body
You can drag any closed object to this field to emit particles from its polygons or vertices, but only one node per emitter is allowed:
When the body's polygons are very small it might happen that you will not get any particle emission. To fix this, increase the "Fluid" container's "R
esolution" to create more particles. You may need very high settings (> 100 or more).
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
Randomness
Use this option to avoid patterns and regular structures by displacing the particles randomly at creation time. The value ranges from 0 to 50.
Distance Threshold
Here you determine how far away the particles should be from the objectʼs surface during birth.
Jittering
By default, the emitter creates a regular particle distribution and this leads to patterns. “Jittering” adds random displacement to the particles. The
allowed values range between 0.0 and 1.0 for maximum randomness.
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Parent Velocity
The emission object can be animated, and RealFlow | Cinema 4D takes a certain amount of the object's velocity and transfers it to the particles
during the state of creation.
Smooth Normals
This function should be used when the emission appears to random or fuzzy.
Texture
With a texture it is possible to create particles in certain areas on the object's surface:
Particles are only created in areas with texture values (“Color”) greater than 0.
Texture tags and projection methods are not evaluated – the emitter uses UVWs only.
Cinema 4D's built-in procedural shaders (e.g. noise) are supported.
Read more under "Materials and Emitters".
Creation Type
Choose, if you want to emit from the object's vertices or polygons. Cinema 4D's “Polygon Selection” tag is supported.
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Sphere : Emission
“Sphere” is a volume emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container.
Emitters can be scaled, rotated, and translated like objects.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Fill Volume
Speed
Here the particles' initial speed. Higher values will generate more particles per frame. The number of emitted particles also depends on the fluid's
“Resolution” settings. A value of 0.0 stops the emission of particles.
Randomness
Use this option to avoid patterns and regular structures by displacing the particles randomly at creation time. The value's range is between 0 and
50.
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Spline : Emission
This emitter creates particles and moves them through a force field along a customizable path. Emitters define the point of particle creation in 3D
space only, while the particles are part of the domain. Here is how to create and edit such an emitter:
Very nice effects can be achieved with animated splines, e.g. a "Cycloid" with an animated "End Angle".
Emission
Control
Emission
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Spline Object
Drag the spline object to this slot and convert it into an emitter. You need one emitter per spline.
Creation
"Axis". The particles are created along the spline's path similar to a curtain. Emission direction is indicated in the viewport through small
arrows at the spline's control points. This direction can be changed with "Rotation" (see "Control" below).
"Tube" The particles are created along the spline's path. The fluid tube's thickness is defined through the circles at each control point. As
with "Axis", emission direction is indicated through small arrows.
"Edge". The particles are created at the first control point and moved along the spline through customizable forces. The first point's circle
represents the area of emission.
Speed
Here the particles' initial speed is defined. Higher values will generate more particles per frame. Faster particles act with stronger forces on other
particles or objects. The number of emitted particles also depends on the fluid's “ Resolution” settings. A value of 0.0 stops the emission of
particles.
Randomness
To avoid regular emission, it is possible to randomly displace the particles at creation time. Higher settings create more randomness. This
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parameter accepts all values between 0 and 50.
Control
Add
Delete
Previous | Next
Click on these buttons for selecting the previous or next control point.
Offset
You can change the selected control point's position on the spline with this value, e.g.
Radius
The circle around a control point indicates the forces' scope or radius. Only particles inside the viewport's circles will be affected. The circles' sizes
can be controlled with this parameter or the viewport gizmo.
Speed
When the emitter is in "Axis" or "Tube" mode it is possible to define different emission speed values for every control point separately:
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Rotation
Every control point has an arrow, indicating the fluid's emission direction in "Axis" and "Tube" mode. By entering a positive degree value this
emission direction can be changed. It is also possible to change direction with the viewport gizmo. To see the effect we recommend activating the
"Helper" option.
Helper
When enabled the direction and strength of emission is displayed in the viewport. If you change the emitter's parameter, e.g. "Speed" or
"Rotation", the gizmo will be updated accordingly.
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Square : Emission
“Square” is an area emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters
can be scaled, rotated, and translated like objects; an arrow indicates the direction of emission.
Emitter Type
Toggle the emitter's type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Side Emission
Normally the particles are poured out along the emission axis, but it is possible to emit the particles from the emitter's edge. Then, the square's
inner area remains empty.
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Triangle : Emission
“Triangle” is an area emitter. Emitters define the point of particle creation in 3D space, while the particles are part of the "Fluid" container. Emitters
can be scaled, rotated, and translated like objects; an arrow indicates the direction of emission.
Emitter Type
Toggle the emitter type with this drop-down menu. The following parameters and the viewport representation will be updated according to your
selection. Bear in mind that type changes will change the emitter's and fluid's behaviour completely.
Volume
This feature creates a defined volume of particles. The size of this volume is defined by the emission area and the value entered here.
Speed
Here the particles' initial speed is defined in metres per second. Higher values will generate more particles per frame. The number of emitted
particles also depends on the fluid's “Resolution” settings. A value of 0.0 stops the emission of particles.
Vertical Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Horizontal Random
To avoid regular emission, it is possible to randomly displace the particles with these functions. The value's range is between 0 and 1.
Side Emission
Normally the particles are poured out along the emission axis, but it is possible to emit the particles from the emitter's edge. Then, the triangle's
inner area remains empty.
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Fluids
The fluid container provides the fluid's physical properties and holds the particles, created at an emitter's position. RealFlow | Cinema 4D supports
multiple emitters per fluid, but fluid containers are not able to interact.
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Fluids : Simulation
Here you specify which emitters should be connected to a "Fluid" container:
All emitters of a "Fluid" container share the same physical properties adjusted in the "Fluid" tab.
It is possible to add more than one fluid per scene, but the fluids are not able to interact.
Linked Emitters
Emitters, linked to a specific "Fluid" container appear here or can be dragged to the field. The mode of operation is exactly the same as with
including and excluding objects from Cinema 4D's light sources. for example.
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Fluids : Fluid
This is place where the type of fluid is defined, e.g. water, honey, paint, syrup, etc. It is possible to
Type
"Dumb” particles are often used for spray or foam. These particles cannot react with each other and do not have the characteristic fluid
properties, but they are simulated very fast.
"Liquid - SPH" is a very accurate solver and provides GPU support.
"Liquid - PBD" is a very fast type (faster than “Liquid - SPH”) and provides GPU support.
Resolution
With this setting you can change the amount of particles. When “Resolution” is set to 1.0, a volume of 100 cm x 100 cm x 100 cm is filled with
1,000 particles. The parameter accepts any positive value.
Density
This parameter is defined as mass per volume unit and is different for each substance. “Density” does not change the fluid's behaviour. The unit is
kilograms per cubic metre. The density of water is 1,000 kg/m3. Avoid very small values close to 0, because they can lead to instabilities.
Internal Pressure
“Internal Pressure” simulates the forces between nearby particles and pushes them apart - this makes the fluid fill a greater volume. This
parameter is not available for "Dumb" particles.
External Pressure
“External Pressure tries to limit a fluidʼs expansion tendency and can be compared to atmospheric pressure. This parameter is not available for
"Dumb" particles.
Viscosity
Substances with very high viscosity are honey, tar or syrup, for example. Fluids with low viscosity are alcohol, many solvents or liquid gases. You
can enter any positive value:
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This parameter is not available for "Dumb" particles.
Surface tension
A fluid's tendency to contract and create drops and tendrils is increased with higher settings. You can enter any positive value starting from 0. Thi
s parameter is not available for "Dumb" particles.
Initial states can be created and activated/deactivated individually for each node (also see "Initial States"). When
This function lets you set any simulation frame as a new start preset. When you reset the scene the simulation will be starting from the previously
defined initial state. The associated initial state file will be written to the scene's catch folder specified under Scene > Cache. Here is the
workflow:
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Fluids : Particles
Here you find some useful additions for rendering and conversion.
Child Objects
Render Only
Create a Cinema 4D object, scale it accordingly, and group it under the "Fluid" container.
It is possible to attach different objects, and even animated objects.
When "Render Only" is active the instances will not be displayed in the viewport, because this option might decrease simulation speed.
When active, the fluid's particles are converted to Cinema 4D's Thinking Particles (this feature requires Cinema 4D Studio):
Go to Cinema 4D's main menu under Simulate > Thinking Particles > Thinking Particles Settings...
The dialogue provides the particle groups and settings for customizing their viewport representation.
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Fluids : Display
Here you control how the particles will be displayed in the viewport. The panel is subdivided into two sections:
Display
HUD
Display
Visible
Percentage
Determine how many particles you want to display in percent. This parameter does not influence meshing or rendering, and has no effect when
instance objects are displayed (see Fluid > Particles > Render Only).
Size
The particles' viewport size is adjusted here – rendering is not affected by this value. Valid settings range from 1 to 100.
Property
Particles will by dyed according to the chosen property with the gradient from “Particle Color”.
Automatic Range
When active the minimum and maximum values are calculated by RealFlow | Cinema 4D automatically. The colour gradient from "Particle Color"
is adjusted to this range. When disabled you will be able to define your own range, e.g. for enhancing colour contrast. Particles with values
smaller than “Min Range” or greater than “Max Range” will be displayed with the same gradient colours.
Min Range
If “Automatic Range” is unchecked you can define a custom value. All particles with values smaller than “Min Range” will be displayed with the
same colour.
Max Range
If “Automatic range” is unchecked you can define a custom value. All particles with values greater than “Max Range” will be displayed with the
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same colour.
Particle Color
HUD
Show HUD
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Daemons
A daemon is a helper object. Most daemons introduce forces for accelerating and influencing the particles, some are used to delete unwanted
particles. Other daemons are used to fill holes between the particles or filter them, for example for the creation of foam.
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Daemons : Object
Many daemons are scalable and here can adjust their size manually. A daemon's viewport gizmo will be updated according to your settings.
Enter your values for width (X), Height (Y), and Depth (Z) individually. If a daemon can be bounded these values affect the bounding box.
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Attractor : Daemon Attractor
This daemon attracts particles towards its centre – negative values create a repulsion. Attraction forces become stronger near the centre and
particles experience greater acceleration.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Internal force
This value determines the strength of the attraction (positive) or repulsion (negative) force.
Internal radius
If “Attenuated” is enabled this option becomes editable. It is the radius where the force begins to decrease.
External force
If “Attenuated” is enabled this option becomes editable. It is the attractorʼs strength in the outer area, defined by “External radius”.
External radius
If “Attenuated” is enabled this option becomes editable. The value determines the radius where the decrease of the force ends, and is
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represented by a dark blue ring.
Attenuated
This option unlocks three fields to specify the details for the forceʼs decease with growing distance from the centre.
Attractor type
“Spherical” is the default type and is represented by a point in the centre of the daemon.
“Axial” produces a force field along a line from up to down – this line is also shown in the viewport. If you want to change the direction of
the axis you have to rotate the daemon.
“Planetary” is represented by a sphere. The daemon simulates a planetʼs force which extends from the centre to outer space. Use “Planet
radius” to control the sphere's size.
Planet radius
Control the radius of the virtual planet. This option is only available with “Attractor type" set to “Planetary”. The daemonʼs viewport symbol
represents the adjusted radius.
Axial strength
This is the vortex strength along the axial direction and can only be used with"Attractor type" set to “Axial”.
Bounded
The bounding sphere is displayed in the viewport as three circles. The circles' dimensions can be changed individually.
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Crown : Daemon Crown
With this daemon it is possible to create, customize, and fine-tune crown splashes. This kind of splash can normally be observed when a drop of
water is falling onto a water surface. First you will see a ring rising. Due to the fluid's surface tension, the “edges” are contracting and forming
small drops. These effects create the typical crown-shaped look. A few tips and notes
Create a sufficient amount of initial particles. The more particles, the better the splash.
If the splash looks torn increase “Crown width”. This helps to attract more particles and make the splash “thicker”.
The "Crown" daemon has an internal hole-filling ("Sheeter") function that prevents the fluid from being torn.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Strength
This parameter defines the force that will be acting on the particles:
Creation Time
Here you can specify the point in time when the daemon will start to form the crown splash. “Creation Time” is measured in seconds.
Acting Time
The value is the time in seconds during which the daemon's force (“Strength”) is acting on the particles. With higher values, the crown will be
higher as well. Please be aware that this parameter is very sensitive.
Surface Tension
This property describes a fluid's tendency to form drops. With high values, you often see a contraction, but also a coherent fluid with thicker
borders. This parameter has been added for your convenience, but you can also use the domain's "Surface tension".
Spikes Count
Spikes are accelerated faster than the rest of the fluid and this results in longer tendrils. The number of spikes is defined with this parameter. The
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individual height of each spike can determined in the daemon's “Crown shape” section.
Width
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Crown : Crown Shape
The best method to shape the crown splash is to edit the viewport gizmo's control points:
If you need more precision it is possible to enter exact values under "Lower base" and "Upper base"; the values under "Spikes" are for information
only (they can be changed, but the values will not be considered).
Lower base
Upper base
Spikes
Edit
When active, you see handles and tangents for changing the viewport gizmo's shape. You can alter overall size, individual tendril heights, deform
the crown, and sculpt splash borders.
Lower base
Here you find the coordinates of the lower base's control points and anchor points for manual editing. Changes are considered even when “Edit”
is disabled.
Upper base
Here you find the coordinates of the upper base's control points and anchor points for manual editing. Changes are considered even when “Edit”
is disabled.
Spikes
Here you find the coordinates of the spikes' control points. These values are for information only (they can be changed, but the values will not be
considered).
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Drag : Daemon Drag
This daemon simulates external air drag forces that slow down faster particles.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Drag strength
This values typically ranges between 0 and 1, but can also accept higher settings. High settings can force particles and bodies to stop completely.
With high values we recommend to use a bounded daemon.
Shield Effect
With “Yes” it is possible to create a shield-like effect, similar to high air-resistance, where the leading particles are decelerated.
Shield Inverse
Instead of slowing down the leading particles, they are accelerated when the option is set to “Yes”.
Force Limit
This setting accepts any positive or negative value and is used to restrict the daemon's maximum strength.
Bounded type
Both options unlock the daemonʼs ability to create an attenuated force field. You can also change the shapeʼs size with the "Object" parameters or
Cinema 4D's scale tools and parameters.
Attenuation
This option create a fall-off depending on the distance to the forceʼs origin. You can choose from “Linear”, “Square” and “Cubic”, while “Cubic”
creates the fastest fall-off.
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DSpline : Daemon DSpline
This daemon creates a force field along a customizable path. Here is how to create and edit such a daemon:
Very nice effects can be achieved with animated splines, e.g. a "Cycloid" with an animated "End Angle".
Daemon Spline
Control
Daemon Spline
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Vortex Strength
Here you can enter a global multiplier for the individual control points' “Vortex” values. Positive values create a clockwise rotation, negative
settings create a counter-clockwise rotation around the spline's path.
Axial Strength
Here you can enter a global multiplier for the individual control points' “Axial” values. Positive values create an attraction effect towards the spline,
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negative settings create a repulsion.
Radial Strength
Here you can enter a global multiplier for the individual control points' “Radial” values. Positive values create an attraction to the spline's control
points, negative settings create a repulsion effect.
Close Spline
Reverse Spline
If you want to flip the control points' order please activate the checkbox.
Control
Here it is possible to browse through the individual control points and edit them separately. All values will be multiplied with the associated
strength settings from above, e.g.:
Add
Delete
Previous | Next
Click on these buttons for selecting the previous or next control point.
Offset
You can change the selected control point's position on the spline with this value, e.g.
Axial
Set the control point's individual axial strength. Positive values create an attraction effect towards the spline, negative settings create a repulsion.
Radial
Set the control point's individual axial strength. Positive values create an attraction to the spline's control point, negative settings create a
repulsion effect.
Vortex
Set the control point's individual vortex strength. Positive values create a clockwise rotation, negative settings create a counter-clockwise rotation
around the spline's path.
Radius
The circle around a control point indicates the forces' scope or radius. Only particles inside a circle (or better: sphere) will be affected. The circle's
size can be controlled with the yellow dot in the viewport as well.
Helper
When active, the spline's force field is displayed as green circles around the spline. This is the area, or better: volume, where particles will be
affected.
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Filter : Daemon Filter
This daemon is used to swap particles from one fluid container to another and to separate them. "Filter" requires two fluid containers: a source
and a target. Both fluids should have equal “Resolution” values to avoid instabilities.
Source
Define one or more particle source(s) by dragging a fluid container to the field. Target and source fluids must share the same "Resolution" value.
Target
This is the fluid where the particles will be moved to when the adjusted “Condition” is true. If the field is left blank the filtered particles will be
deleted. Target and source fluids must share the same "Resolution" value.
When enabled the particles will be sent to the fluid under “Target” if the condition of the fluid is fulfilled.
If the condition is not fulfilled the particle will be moved to the fluid from “Target (False)”. This is optional and “Target (False)” does not
have to be used by default.
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When disabled particles will only be moved to the fluid from "Target" when the condition is fulfilled.
Target (False)
If “Filter When False” is set to “Yes” all particles which do not fulfil the given condition will be sent to this emitter. This field does not necessarily
need an entry and can be left blank.
Condition
You can select the desired condition by simply choosing one of the eight predefined options:
Attribute
When you are shifting particles you also need an attribute to be compared, e.g. “If speed is greater than 2.0 shift the particle from the source to
the target fluid”. In this case, “Attribute” is “Speed”, the “Value” parameter is 2.0 and the “Condition” is “greater than”.
Value
This is the trigger value for the condition. Please note that this field is inactive with “Condition” set to “In Range”, “Out of Range” and “Expression”.
Min Value
With “Condition” is set to “In Range” or “Out of Range”, this field becomes unlocked, giving you the possibility to define a range between “Min
Value” and “Max Value”.
Max Value
With “Condition” set to “In Range” or “Out of Range”, this field becomes unlocked, giving you the possibility to define a range between “Min Value”
and “Max Value”.
Expression
This field becomes active when “Condition” is set to “Expression”. Expressions cannot be evaluated at the moment because of an internal bug.
Please accept our apologies.
Split
When the given condition is fulfilled RealFlow will create additional particles – their number is defined under “# child”.
# child
Here the number of child particles is specified when a certain condition is fulfilled. You should start with moderate values, because the amount of
additional particles can become huge.
Bounded
Filter inside
With “Yes”, the particles inside the daemon's bounding box will be affected; “No” only filters the particles outside this box.
This feature is needed when you work with cached fluids. Here, the simulation cache is cleared with each frame and new particles are loaded
from the cached file sequence. Using them as source emitters will lead to instabilities, because the particles are not moved, but simply copied. If
you also clear the target emitters with each step, you can avoid these problems. Please note that the result with this mode might slightly differ
from the original simulation of the source fluid. Here, the target is only overwritten when the given "Condition" is fulfilled.
This feature is needed when you work with cached fluids. Here, the simulation cache is cleared with each frame and new particles are loaded
from the cached file sequence. Using them as source emitters will lead to instabilities, because the particles are not moved, but simply copied. If
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you also clear the target emitters with each step, you can avoid these problems. Please note that the result with this mode might slightly differ
from the original simulation of the source emitter. Here, the target is only overwritten when the given "Condition" is not fulfilled.
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Gravity : Daemon Gravity
This is a global daemon acting with equal strength at any point of the 3D space.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Strength
This is the dimension of the gravitational acceleration and it depends on your current location. “Strength" accepts both positive and negative
values. The "Strength" parameter is also known as “g”. Here are some value for the most important celestial bodies:
Bounded
You can choose from three options to restrict the daemon's scope:
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“Object” or Cinema 4D's scale tools.
“Plane” enables a plane in the viewport. The option restricts the effect to the particles at one side of that plane.
Inverse
This option is only available with "Bounded" set to "Box" or "Plane". When active the force will act outside the viewport gizmo.
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k Age : Daemon k Age
With this daemon it is possible to remove particles when a time limit is reached. Another possibility is the creation of additional particles based on
a particleʼs lifetime, e.g. for the creation of foam and spray.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Life
This parameter sets the life-span for all particles given in seconds.
Variation
You can alter the life span to create a more random behaviour when particles are disappearing. “Variation” is quoted in seconds and accepts both
negative and positive values. Be careful with very high settings, because they can create an unwanted flickering.
Split
Instead of deleting the particles you can also force the daemon to create more particles at a certain life value. The amount of split particles is
specified under “# child”.
# child
Here you can define the number of child particles to be created if “Split” is set to “Yes”.
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k Isolated : Daemon k Isolated
This daemon will delete any particle without neighbours after the specified time. Isolated stray particles can slow down a simulation significantly
and therefore we recommend deleting them.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Isolated time
Here, the maximum isolation time is specified in seconds. After this time the particle is deleted. To remove isolated particles immediately, set the
time to 0.01.
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k Speed : Daemon k Speed
This daemon can be used to delete particles, limit the particles' velocity, decelerate pumping and sloshing fluids, or split particles to create spray
effects.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Min Speed
Particles with velocities lower than this value will be deleted. If “Limit & Keep” is activated a particleʼs velocity will be limited to the entered value,
but not be removed.
Max Speed
All particles with velocities above this limit will be removed. If “Limit & Keep” is activated a particleʼs velocity will be limited to the entered value,
but not be removed.
With this option, particles will not be removed, but kept and their velocities are limited to “Min | Max Speed”.
Split
Instead of deleting the particles you can also force the daemon to create more particles at a certain life value. The amount of split particles is
specified under “# child”.
# child
Here you can define the number of child particles to be created if “Split” is set to “Yes”.
Bounded
The bounding sphere is displayed in the viewport as three circles. You can use the parameters from the “Objects” tab or Cinema 4D's scale tools
for resizing the daemon.
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k Volume : Daemon k Volume
This daemons creates a scalable box to delete particles from inside or outside this box.
Linked Domains
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Inverse
With "No", particles will be removed inside the volume, with "Yes", this happens outside.
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Magic : Daemon Magic
This daemon turns an attached object into an attractor, pulling the particles towards its faces. A useful trick is to use a "Drag" daemon combined
with the "Magic" daemon to obtain faster convergence of the particles around the object and avoid orbiting effects.
Object
Drag the object you want to use with “Magic” to this slot. Only one object is allowed.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Approach Strength
This is the object's attraction strength. Higher settings lead to faster particles and a more or less dynamic wobbling.
Escape Strength
With this parameter overshooting effects, introduced by high “Approach Strength” settings can be drastically reduced, because it counteracts the
attracting forces.
Magic Mode
“Nearest Face” is the most commonly used mode and causes the particles to travel to their nearest polygon. With “Random Face” you can
introduce a turbulent distribution of the particles.
When this option is set to “Yes” the particles will constantly change their positions over the objectʼs surface.
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Noise Field : Daemon Noise Field
The noise function gives you extra realism by adding a random force field. This daemon can be used to randomly disturb particles or objects,
which is particularly useful for nebula-like effects and simulating air turbulences.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Strength
Here the overall size or frequency of the noise in space is controlled. Be aware that high scale values lead to more noise.
RealFlow's noise functions create a pattern that is repeated over time. With 0 the noise pattern remains constant during simulation. With higher
settings, the noise pattern will change faster, but it will also be repeated in shorter cycles.
Bounded
A bounded “Noise Field” is restricted to a sphere, which is displayed in the viewport around the nodeʼs centre. You can use the parameters from
the “Objects” tab or Cinema 4D's scale tools for resizing the daemon.
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Sheeter : Daemon Sheeter
The “Sheeter” daemon's main purpose is to detect holes in particle fluids and fill them, but without increasing the emitterʼs “Resolution” value. The
result is a smooth stream of particles, perfectly suited for high-velocity and slow-motion simulations, or fluid-object collisions. For more information
checkout "Sheeter Daemon" in the "Important Workflows" section.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Holes with a radius greater than the given value will not be filled. This parameter accepts positive values and is dimensionless. The daemon does
have its limits, and there are situations where it is impossible to fill all holes. This, for example, can be the case when the fluid particles are very
fast or when the holes are large. Good values range between 1.0 and 3.5, but this strongly depends on your simulation.
This feature improves the quality of simulation with thin sheets of fluids, e.g. with the “Linear” emitter. Another situation is when particles collide
with objects. In the object's corners you can often see accumulations of particles. To avoid this, increase the “Alignment Threshold” angle.
Alignment Threshold
Particle A is moving at a certain velocity which also determines its direction – this is the motion vector. Another vector points in the direction of
particle B. The angle () between both vectors is compared against “Alignment Threshold”. If this angle is smaller than the given parameter value
then a new particle will be created between A and B. The following illustration explains this concept:
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Use Relative Speed
By taking the particles' speed into account you are able to do a lot of interesting things:
Restrict the particle creation process to particles within the given range between “Min | Max Relative Speed”. This way you can create
fast moving, trailing drops which are not linked to the main body of fluid.
If a particle is very fast compared to its neighbour then you might see very long and thin tendrils. By defining a “Max Relative Speed”
value you are able to break the link between these particles.
Another situation where it is helpful to define speed thresholds is when one particle is moving, while its neighbour is colliding and
suddenly stopping. Normally, you do not want the “Sheeter” to fill the gap between this particles. When the moving particle's speed is
greater than “Max Relative Speed” the gap will not be filled.
Only particles with a velocity greater than the given value will be taken into account for the hole-filling process. Please also read the descriptions
under “Use Relative Speed”.
Only particles with a velocity smaller than the given value will be taken into account for the hole-filling process. Please also read the descriptions
under “Use Relative Speed”.
Use Age
This feature is used to break up the fluid at a certain point in time. Switch this option to “Yes” to make use of the associated “Max Age” value.
Max Age
When the “Use Age” option is active you can specify an age in seconds. Only particles with an age smaller than the given value will be used for
the hole-filling process.
With 1.0 all of the detected holes will be filled – this corresponds with 100%. A value of 0 means that the hole-filling process is disabled. This can
be interesting if you only want to create tendrils, but do not want to fill the space between the trailing particle and the main body of fluid.
Create Tendrils
This option allows you to pull out individual particles from the main body of fluid and create strings. The number of tendrils is controlled with
“Count”. Be aware that this option only works in some specific cases and sometimes you will not see any effect at all.
Count
Here you can specify how many tendril particles the daemon should create. The actual number of tendrils strongly depends on the fluid's
characteristics and is normally smaller than the given value.
Creation Time
You can determine at which point in time the “Sheeter” daemon should create the tendrils. This value is measured in seconds.
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Acting Time
Here you define how many seconds the force, adjusted under “Strength”, should act on the tendril particles. Higher settings create longer fibres.
Strength
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Surface Tension : Daemon Surface Tension
"Surface Tension" enhances a fluidʼs tendency to accumulate and form drops. Fluid containers also have a setting for "Surface Tension". Both,
daemon and emitter parameter can be used together.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Strength
This value defines the overall strength of the daemonʼs force. All negative and positive settings are valid. With very high settings you might
observe highly accelerated particles and we recommend adding a "k Volume" daemon to delete them. If the simulation is unstable increase the
“MIN | MAX Substeps” values under Scene > Solver > Liquid - PBD Solver or Liquid - SPH Solver.
Balanced
With “Yes” the fluid is prevented from breaking apart into smaller drops too fast.
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Vortex : Daemon Vortex
"Vortex" creates a force field around the daemon's centre and along its vertical axis. Both forces can be adjusted independently. The closer the
particles are to the axis, the faster the rotational motion will be.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
There are two options:
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Rot Strength
This is the strength of the rotational force around the daemonʼs centre axis. “Rot Strength” accepts positive (clockwise) and negative
(counter-clockwise) values.
Central Strength
The centre axis can create an attraction (positive) or repulsion (negative) force.
Attenuation
You can choose from three fall-off types: “Linear”, “Squared” and “Cubic”. The fastest attenuation is achieved with “Cubic”.
Bounded
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With “Yes” the "Vortex" daemon is displayed with a stack of three rings around the axis. The radius ("Boundary") of these rings determines the
zone of influence.
Boundary
Vortex Type
“Classic” creates a homogeneous force field, where the fall-off obeys the adjusted “Attenuation”. With “Complex” the forces reach their peak
strength at a given distance (= “Radius”) from the centre. This distance is displayed as a dashed circle line around the centre.
Radius
To use this setting,”Vortex Type” must be set to “Complex”. “Radius” determines the distance from the vortex centre where the forces reach their
maximum.
Bound Sup
Bound Inf
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Wind : Daemon Wind
This daemon is used to simulate noisy wind. Like many other daemons, wind forces can be bounded to limit them. An arrow indicates wind
direction.
Linked Fluids
All fluid containers inside the drag-and-drop field will be affected by the daemon. The first fluid container in the scene is linked automatically,
others have to be attached manually.
Affect
"Force" accelerates the particles and they become faster and faster as long as the force is acting on them.
“Velocity” only works with particles and adds the daemon's "Strength" value to a particles speed. The resulting peak velocity remains
constant during the simulation.
An example: Let's assume the daemon's "Strength" is 9.8 and the emitter's "Speed" value is 2.0. Here, a particle's velocity will be roughly
11.8 m/s.
Strength
Noise Strength
This value is the scaling factor for a random force that will be added to “Strength”. Both “Strength” and “Noise Strength” are defined
independently, but added to compute the final force:
If you increase “Strength” in conjunction with noise then you have to increase “Noise Strength” accordingly, because otherwise the noise
pattern will change.
With “Strength“ set to 0 and a “Noise Strength” greater than 0 you will get the same behaviour as with the “Noise Field” daemon.
Here the overall size or frequency of the noise in space is controlled. Be aware that high scale values lead to more noise.
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Noise Time Scale
RealFlow's noise functions create a pattern that is repeated over time. With 0 the noise pattern remains constant during simulation. With higher
settings, the noise pattern will change faster, but it will also be repeated in shorter cycles.
Bounded
“Yes” creates a conical shape – its dimensions are displayed in the viewport. The gizmo's size is adjusted with “Radius 1| 2” and “Height”. You
can use the parameters from the “Objects” tab or Cinema 4D's scale tools for resizing the daemon.
Radius 1
This is the radius of the bounding cone at the daemon's pivot point.
Radius 2
This is the radius of the bounding cone at the daemon gizmo's height.
Height
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Collider Tag
The "Collider" tag is used to enable and adjust the interaction between fluid particles and objects.
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Collider Tag : Properties
This is the place where the collision between objects and fluids is defined and adjusted. Only objects with a "Collider" tag attached can be seen by
fluids.
Collision
Interaction
Volume
Collision
Enable Collision
Enable or disable the fluid-object collision on demand, e.g. by animating this option.
DY Collision Distance
This parameter describes the distance between the particles and an object's surface.
Here you find five levels of quality. The higher the level, the longer the simulation will take, but the fluid-object collision will also be more accurate.
Changing the level influences and updates the "Cell Size" value found in the "Volume" section. In most cases, the calculated value provides the
best balance between simulation speed and accuracy. If want to control "Cell Size" manually deactivate the associated "Auto" checkbox.
This option prevents particles from going through thin objects such as glasses, planes. etc.:
When an object is in "Shell" mode (see "Volume Mode" below), "Continuous Collision Detection" is active by default.
If the object's "Volume Mode" is "Solid Inside" or "Solid Outside you have to deactivate "Auto" and check "Continuous Collision
Detection" manually.
Interaction
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Friction
A value of 0.0 creates absolutely no friction and a perfectly even surface. Higher values can even stop particles from moving. This parameter
accepts all positive values between 0.0 and 1.0.
Bounce
A value of 0.0 creates perfect elasticity, while higher settings make the particles lose appropriate amounts of their energy. The maximum value is
1.0.
Sticky
It can be seen as a “glue factor” to make particles stick on the objectʼs surface. You can use positive (attraction) and negative (repulsion) settings.
Roughness
This value ranges between 0.0 and 1.0 and adds randomness to the objectʼs polygon normals to produce a slightly different collision direction.
With this parameter it is possible to amplify the object's influence on the fluid and create more turbulence.
Interaction Distance
With 10, for example, particles within a distance of 10 units (depends on the actual scene scale) from the object's surface will be affected by
parameters like "Friction", Bounce", etc. The value is calculated automatically based on "Collision Distance". For manual control uncheck "Auto".
Volume
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Cell Size
RealFlow | Cinema 4D's fluid engines are cell-based and therefore, colliding objects have to be rasterized internally. The smaller the cells, the
better and more accurate the collision, but at the cost of longer simulation times. By default, "Cell Size" is calculated automatically based on the
"Collision Geometry Detail" level. For manual control uncheck "Auto". With "Auto" turned off, "Cell size" can be animated. This allows you to
refine collision detection over time and speed up the simulation, e.g. from coarse to accurate.
Surface offset
This parameter creates a solid extension around the object and prevents the fluid from penetrating its surface:
The offset can be visualized with Scene > Display > Show Collision Geometry
Both positive and negative values are accepted.
Domain Offset
In order to improve fluid-object interaction you can increase this parameter. The effect is that the fluid will “see” the object earlier. This can be
interesting for fast-moving fluids. By default, "Domain Offset" is calculated automatically based on the "Collision Geometry Detail" level. For
manual control uncheck "Auto".
Volume Mode
Here are the three possible modes – you can read more about this topic under "Fluid-Object Interaction" and "Filling Objects".
"Solid inside" makes the fluid collide with object's outer surface.
"Solid outside" creates a hollow object and fluid interacts with the inner surface.
"Shell" is normally used with open objects like glasses, vases, but also planes. When active, an invisible layer is added around the
object's surface. The thickness of this layer is Cell size * 3. As a consequence, there will always be a gap between the fluid and the
object.
By default, "Volume Mode" is determined automatically by analyzing the object's geometry, but this test is not always reliable. For manual control
uncheck "Auto". If you can see leaking particles in conjunction with thin or single-walled objects please consider activating "Continuous Collision
Detection".
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Collider Tag : WetMap
RealFlow | Cinema 4D can read an object's UVW coordinates for applying textures or creating wet-dry maps. If the UVW coordinates are wrong
you will not get the expected results and the calculation of wet-dry maps might fail. Please also read the "WetMaps" chapter for more information.
Enable WetMap
If you want the particles to leave marks on an object and create a wet effect enable this checkbox. WetMaps maps only work with editable objects
and an assigned UVW tag. You also need a material with a "RealFlow WetMap" texture applied to the object.
Resolution
This this the WetMap's resolution in pixels – these maps are always square-shaped.
Filter Loops
Here you can determine how often the internal blur filter should be applied. Higher values create a stronger blur effect.
Filter Strength
Higher settings enhance the blur effect and can even tear apart the tone values.
Pixel Strength
RealFlow uses 256 grey shades to calculate wet-dry textures and the range goes from 0 (black) to 255 (white). If you limit the tone range the
amount of particle marks will decrease.
Ageing
Some materials dry much faster than others and this behaviour can be simulated. Lower settings make the wet patterns last longer, but even with
0.0, the particle marks will slightly fade during the simulation. The maximum value is 50.
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Collider Tag : Display
The following features are relevant for improving fluid-object interaction.
This option helps you to fine-tune fluid-object collisions, e.g. when particles go though a surface, and visualizes how RealFlow | Cinema 4D "sees"
and objects. The helper mesh is updated when you change one of the "Collision" or "Volume" parameters from the "Properties" panel. If the
collision geometry is not visible reset the scene to frame 0 or scrub the timeline.
This option is available for animated objects and displays its velocity as red lines: the lines' length is an indicator for the object's velocity. If the
collision velocity vectors are not visible reset the scene to frame 0 or scrub the timeline.
An sphere's collision geometry and velocity vectors (only available for animated objects).
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