In this Citizen video for 3ds max, we’ll continue working at the Fluids and Ocean series. 1st of all we’ll have to finish the FR version of our basic 3ds max scene, so we’ll prepare the sphere shader using the FR Advanced material trying to replicate same Mental Ray setup. Then we’ll move forward to introduce the fluid dynamic chapter. We’ll take a look at basic workflow and UI in RealFlow. We’ll see how it works preparing a simple simulation with a basic particle emitter, then adding gravity daemon, working with initial state and fluid resolution issue and checking how to prepare the fluid mesh and how to optimize it.
Then we’ll go a little bit more in depth in the RF topic, working with a simple animated scene prepared in 3ds max and exported in RF using the SD file format. We’ll see how to merge it, manage the Fill Object emitter to fill a mesh with water, find the right quality setup and make it interacting with a 3ds max moving object. Finally we’ll take a simple look at RealWave water plan just to see how to add it to a scene, and which kind of wave generators we can use with it. In Part 3 we’ll see more in depth how to use it, and how to make it interacting with meshes creating splashes and other secondary effects.
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6 Responses to “Exclusive: Working with Ocean and Fluids – Part 2”Leave a Comment
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Great Tutorial
And Happy New Year Wishes Alessandro
Thanks a lot, and sorry for the delay but I with you and to all the other guys a beautiful New Year !
Ahh It was just getting exciting and then it finished, can’t wait for the next one.
Hi Jack,
thanks for your message, I’m really happy that people like this new Citizen series, it will be really interesting, we have a lot of things to talk about in coming parts ! Stay tuned for it, and if you have any suggestion or request, please write to us about it !
The things you are doing right now with RealFlow and Naiad are great as I enjoy the software. One request would be a good way to make ocean foam / spray from object interaction with the waves.
Hi Jack,
thanks for your message. You are right with your suggestion, and in future videos we’ll see how to add spray and foam due to object interaction in Realflow, and in 3ds max too. Hope you’ll like the entire series.
Thanks