Cinema 4D Tutorials: Realflow Particles For Water Splashes - Cinema 4D Tutorials

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Realflow Particles For Water Splashes

#1 User is offline   SFX 

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Posted 14 April 2008 - 08:06 PM

I have been struggling trying to get a decent large body of water meshed and mentioned it to one of my clients who uses MAX, he suggested trying it with Max and krakatoa. So i duly took my realflow scene over to him and started messing around

The result is not brilliant ( not suprising for a beginner) and mostly the water effect is not that good but when there are violent reactions i think it works. The technique would be good for water splashes, say for example sea spray crashing over a ships decks, without all the hassle of creating meshes

The technique was to render out 800,000 bin particles in realflow ( at about 30 GB ??) then bring these into krakatoa and convert them to prt files at 5GB, i then rendered out 10 partitions ( a couple of hours) to get 8 million particles

Krakatoa then renders them with shading ( about 30 secs a frame) and can take scene objects into consideration with auto masking. It can also do particle shadows on geometry but i did not try this. There is some odd masking going on on the right hand pillars, not sure why this has happened

Because this is a large scene it could probably have done with more like 50 million particles and it would have been better if the initial realflow bin sequence had stated out with more ( say 5 million) but the 800,000 took 20 hrs to sim 400 frames!!!

Attached File  rfkrak.jpg (99.41K)
Number of downloads: 462

here is the result http://www.black-and...stuff/comrf.mov 30 MB QT
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#2 User is offline   KrakatoaDude 

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Posted 10 May 2008 - 09:56 PM

View PostSFX, on Apr 14 2008, 08:06 PM, said:

The technique was to render out 800,000 bin particles in realflow ( at about 30 GB ??) then bring these into krakatoa and convert them to prt files at 5GB, i then rendered out 10 partitions ( a couple of hours) to get 8 million particles



Nice test!

But loading realflow BINs into Max and running partitioning in Krakatoa does NOT really perform any randomization to the particles. So I would expect that you would get 10 times the same particles, which would be a waste of time (not to mention disk space). Partitioning relies on changing the random seeds of the particle system, but AFAIK a BIN sequence loaded into 3ds Max has no way to be affected by it.

That being said, using the new Krakatoa 1.1.0 Particle Flow operators, it would be possible to introduce a randomness to the particle positions, although it can cause some fuzziness in the final rendering - check out this tutorial:
http://www.franticfilms.com/software/suppo...e_sequences.php

Of course, I might be missing something...
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#3 User is offline   SFX 

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Posted 10 May 2008 - 10:15 PM

Yes i suspected something similar but there is a difference with the extra particles so they cannot be in the exact same positions, or maybe they are and the shading just shows them more

i will try the pflow method when i get acess to MAX again
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#4 User is offline   zulk 

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Posted 29 August 2008 - 06:04 PM

Now I feel wet... anyway thanks for the supercool cg... :)/>
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#5 User is offline   3DIcE_Q 

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Posted 24 February 2009 - 05:05 PM

Can that scene be reproduced in Cinema 4D :D/> ?
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#6 User is offline   SFX 

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Posted 24 February 2009 - 06:23 PM

you can import Rf particles into c4d but there is not an efficient way to multiply them in the millions and add offsets as in krakatoa, and more importantly only krakatoa can shade point particles like this
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#7 User is offline   3DIcE_Q 

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Posted 25 February 2009 - 03:16 AM

Aw i see, but i don`t know what exactly is krakatoa .. :-S
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#8 User is offline   SFX 

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Posted 25 February 2009 - 04:17 AM

Max render/particle plugin
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#9 User is offline   3DIcE_Q 

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Posted 25 February 2009 - 08:23 AM

Aha, got it. :)/>
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