New: Next Limit RealFlow | Cinema 4D 2.5 is Now Available – 25% Off Upgrades
This new version of RealFlow | Cinema 4D gives you more possibilities, flexibility, and control, with a ton of new features added, not to mention a slew of bug fixes too. This is a free upgrade for 2.0 users, plus 1.0 users get 25% off when you upgrade.
RealFlow | Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D. Now you can achieve high-end simulations with an even easier workflow.
What's new in RealFlow | Cinema 4D 2.5?
New Features at a glance
- Mesher vertex map creation has been revamped to allow the possibility to customize them using gradients.
- New vertex maps “Weights” to shade mixing fluids. It also lets you add different weights for the same fluid emitters.
- New vertex maps, “Age” and “Vorticity”, for meshes.
- Compatibility with the TurbulenceFD Emitter tag to use RealFlow particles for TurbulenceFD emission. Make sure to update TurbulenceFD to version v1.0 Rev 1435
- The Thinking Particles workflow has been greatly improved, letting the user decide which TP groups should be synchronized with RealFlow fluids.
- New “Visualizer” node. Used to display the daemon forces.
- New cache “Offset” parameters to change the frame to be loaded for every cached node.
- Image Emitter displays the texture in the viewport and accepts animated textures.
- New “Auto Mesh Normals” parameter for the Mesher to switch between the mesher normals (accurate) or geometry normals (customizable).
- Falloff for DSpline.
- Age and Vorticity can be used to color particles in the viewport in addition to the existing Velocity.
- New “Texture Sampling Resolution” parameter in RealFlow preferences.
Save 25% when you upgrade from v1.0
RealFlow | Cinema 4D 2.0 users will have free access to this newest version.
RealFlow | Cinema 4D 1.0 users will have access to this newest version with 25% off the upgrade price, through April 15, 2018.
New features in v2.5 in-depth
A New Vertex Map Approach
Have you ever made use of the mesh engine’s → vertex maps to enhance your fluid renders? If the answer is yes then you certainly know that vertex maps were limited to speed so far. But RealFlow’s → fluid and material solvers offer much more channels. With this update you now have a wider choice and we’ve added vorticity, age, and weight maps.
Furthermore we’ve introduced a new, much more intuitive and artist-friendly workflow. In previous versions you had to deal with an abstract “Scale” parameter. Instead of guessing a value it’s now possible to adjust speed, age, and vorticity precisely through → ranges – or let RealFlow | Cinema 4D do the work with the new “Auto” mode.
The icing on the cake is that you can now evaluate the changes in Cinema 4D’s viewport as you’re used to do with native Cinema 4D vertex maps. This means that you no longer have to create preview renders to see the result of your settings. Truly a huge time saver.
And to give you an impression of how these vertex maps affect your fluids we’ve created some videos for you. This clip is a side-by-side comparison of the speed, vorticity, and age channels:
In this video you can see four differently coloured fluids. Weight maps are used to create the colour mixing effects in areas where the fluids touch and interact. To create softer colour transition we have applied the new → “Smoothing Length Scale” parameter to the mesh:
Updates on the maps’ ranges will be applied automatically and displayed in the viewport, but changes on “Smoothing Length Scale” require that the meshes to be recreated.
This neat helper has been added to ease the process of adjusting daemons. RealFlow | Cinema 4D’s new → “Visualizer” is able to make forces visible and even show how they evolve and change over time. Now you have full control over daemons and instant visual feedback.
You can choose between arrows, lines, and points – and you can also display these modes as streamlets. Streamlets trace the forces over a short timespan and this results in a curved view of the force, giving you a sense of direction. One of the most interesting feature is that the “Visualizer” also shows the combined result from multiple daemons. You can decide which daemons should be visualized together with simple drag and drop. Here we have a bounded → “Noise Field”, → “Vortex”, and an animated → “Attractor”:
The “Visualizer” works with the following force-based daemons: “Attractor”, “Gravity”, “DSpline”, “Vortex”, “Wind”. For obvious reasons you can’t visualize k daemons or the “Filter”.
Another, very important, novelty is the introduction of time offsets for cached fluids. So far you haven’t been able to shift the start and end frames of your particle and mesh sequences, for example if you wanted to synchronize them with other animated assets in your scene. In many cases it was necessary to batch rename the files or do other fancy things. But those days are over now.
- Every → fluid, → rigid, → elastic, and → mesh container has its own node-specific “Offset”.
- Furthermore, there’s a → global → “Frame Offset” located in the “Scene” object.
- Both offsets influence each other: total offset = nodespecific offset + global frame offset
This way you’ll be able to shift simulation nodes freely and independently from each other, and define custom time offsets in both positive and negative directions.
(Many) More Improvements
All in all we’ve improved the plugin’s overall robustness. Especially → GPU simulations with a → “Filter” have been unstable under certain conditions – a thing that has been fixed.
Another important fix is that initial states will be kept from now on when you remove a simulation’s cache files. This may sound like a side note, but in fact it saves you lots of time!
And since we’ve been jumping on the “visualization train” there’s another new function: the → “Image” emitter is now capable of showing the attached image/pattern in the viewport. This will help you to identify the areas of emission. Furthermore, this emitter now supports animated textures, for example Cinema 4D’s noise types.
Not to forget the → “Fill” emitter. Now this neat little helper makes it easier to fill your objects with particles, but they can also be covered with a layer of particles.
The connection to Cinema 4D’s Thinking Particles module became much more robust, less RAM-intense, and got a new → workflow, making it easier to keep track of multiple particles/TP sources.
Our friends at → Jawset Visual Computing, the makers of TurbulenceFD, also surprised us with a neat feature, because it’s no longer necessary to create Thinking Particles from RealFlow fluids in conjunction with TurbulenceFD. No, all you have to do is to apply a “TurbulenceFD” emitter to a RealFlow fluid, rigid, or elastic container directly. This improvements requires at least version v1.0 Rev 1435.
Many emitters (“Circle”, “Image”, “Square”, and “Triangle”) provide a → “Volume” parameter. This option allows you to create a defined initial volume of particles. A new handle in the emitters’ viewport gizmo lets you define this volume simply by dragging the handle, but of course you can still use numerical values as well.
Finally, we’ve added a falloff to the → “DSpline” daemon.
Of course, we’ve also improved the plugin’s overall stability, and updated to the latest Dyverso library. Experienced users will be happy to hear that the new 2.5 functions can be highlighted in Cinema 4D’s user interface.
Posted by Kim Sternisha