Okay, so back to the first shot! Firstly, I had to get my head model into RealFlow. Playing with the viscosity to get the desired resultsĬontinuing to edit the settings for the desired effect Also coming along for the ride, Next Limit has included a variety of shaders, allowing you to apply them to your surfaces to get a clearer idea of what the final output will be. Simply add a Mesh node to convert the particles to geometry and hit F6 to render.Īnd yes, you can now, for the first time, view renders in RealFlow through the integration of the Maxwell Renderer! I cannot imagine having to work without this feature, so I'm pretty sure this will make many RealFlow users very happy indeed.
Rather than having to re-simulate from the start frame, it continues from where you last left off. With that done, I already had my first fluid simulation running.Īn initial test to get familiar with the packageīetter still: I found that you can stop the simulation at any point, make some changes and hit go again. To be quite frank, I found it very easy to get up and running: I simply created a circle emitter for the particles, added some gravity to pull them down, created a plane for the particles to make contact with, and then hit Simulate. If you are familiar with packages like Maya, then navigating should be a doddle to you as a Maya user myself the general UI was clear enough for me to start creating some nodes and running tests pretty much straight away. Sounds simple, right? So how did things pan out?īefore starting the image, I thought it would be wise to get familiar with the interface and the RealFlow 'workflow'. To answer all of these questions, I set myself the challenge of completing an image that image being some paint-like substance being thrown over a head. Was it intuitive? Is it powerful? Can I fit it into my toolkit? And more importantly, beyond this review, would I want to use it again? What I want to share with you instead is how I've found using RealFlow as a new user. I'm not going to go into the details about the new features as it's already pretty easy to find that kind of information online. This latest version not only adds more to the toolset, but it's also evolved to make the procedure of doing those small-to-large-scale simulations a touch easier for artists all-round. 15 years in the making, it's the RealFlow that should have been, making tasks that were previously not possible, possible. The latest release of RealFlow is, as Victor Gonzales says, 'a milestone' for RealFlow. And having had only minor experience with packages like RealFlow beforehand, I must say I am impressed with what I've seen! Visit for more info IntroductionĪs a new user to RealFlow 2013, I first stumbled across the industry-standard, out-of-the-box, fluid simulation tool at its unveiling in London back in May 2013, hosted by Escape Technology with Next Limit Technologies.Įxcited by what I saw, I was later given the opportunity to test out the product as a new user. Website: Key features: Hybrido Fluid Technology, Caronte body Dynamics, Particle-Based solverĬommercial license: from $3,995 US. RealFlow 2013 is out now! Expert Jahirul Amin shares his thoughts as a new user on this industry-standard, out-of-the-box, fluid simulation software. This stand-alone application can be used in conjunction with other 3D programs to simulate fluids, water surfaces, fluid-solid interactions, rigid bodies, soft bodies and meshes. RealFlow is a fluid and dynamics simulation tool for the 3D and visual effects industry, developed by Next Limit Technologies in Madrid, Spain.
Realflow 2013 license license#
Step1: edit standard_license.txt file (from RF_2012_GUI to RF_2013_GUI) as what VIPGFX mentioned ? step2: run realflow, then ask for a valid license (click ok) step3: a new window will then appear, click new license then locate the standard_license.txt file, click ok.