
Move the timeline slider to an arbitrary frame where the particles are motionless. The “Cube01” object's high friction settings make a “k Speed” daemon unnecessary. Now simulate until the particles have come to rest. The higher friction will decelerate the particles and finally stops them. Cube01 > Node Params > Liquid – Particles Interaction > Particle friction > 0.05. With the current settings, a large amount of particles will slide over the cube where they will be deleted by the “k Volume” daemon. We do not want a continuous emission: Sphere > Fill sphere > Yes. A higher value produces a more natural splash. The “Sphere01” emitter settings are located in the “Node Params” panel: Go to k_Volume01 > Node Params > Node > Scale and set the horizontal values to 50.0. Go to Sphere01 > Node Params > Node > Position. Set both horizontal values to 50 and the vertical value to 0.1. Do not make it too small – the splash might turn out really big. Go to Cube01 > Node Params > Node > Scale. Let's start with the creation of a nice splash and an initial state. Shading modes are toggled with the 7, 8, 9, and 0 keys. Viewport perspective is changed with the 1, 2, 3, and 4 keys.
Imported objects from SD files have to be unlocked before they can be transformed with Selected object > Node Params > Node > SD ↔ Curve RealFlow nodes can be moved, scaled, and rotated with the W, R, and E keys. Standard - Particles | Daemons | Objects.
1 “Cube” object serving as a ground nodeĪll scene elements can be added from RealFlow's shelves :.For this purpose an initial state is used.
Realflow 2015 tutorial how to#
In this tutorial you will learn how to create a nice crown simulation from puddle of water.