Introduction to the tutorial series
In this Citizen video for 3ds max, we’ll continue talking about working with ocean and fluids simulation in Realflow but this time we’ll start to play a little bit with exporting datas in 3ds max. We need to understand how to move simulated data from Realflow/Realwave, back to 3ds max to prepare a basic setup to render the scene.
What is covered in this part of working with ocean and fluids
This video will be really useful to introduce topics related to our final scene so we’ll prepare a simple Realwave simulation with just one wave generator and we’ll see how to export it using the Export Central tool, then we’ll merge it in 3ds max using the Next Limit plug-ins and we’ll assign a FR-Ocean shader to render it using FinalRender. Next step will be to create a simple falling mesh in Realflow, simulate its collision with water plane and export it in SD file format back in 3ds max to be rendered. In 3ds max we’ll take a look at some simple smooth issue we can encounter. Back in Realflow we’ll add a particle splash, and we’ll see how to export it in binary format and in PRT Krakatoa format too, then back in 3ds max we’ll use PRT Loader and Krakatoa to render it. We’ll check if it works fine in Combustion tuning rendering/density parameters.
In Part 8 we’ll start going more in depth in our final scene., so we’ll have a complete vision over working with ocean and fluids in 3ds max.