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Preparing an Exotic, Non-Alcoholic Cocktail
Added on: Mon Oct 11 2004
Page: 1 2 3 4 6 7 

Real Flow is a separate program, used for simulating fluid dynamics. You can download a free trial from www.nextlimit.com. You make an animation in 3dsmax, then export the animated objects to Real Flow and add there the liquid. The program builds particle systems that act physicly corect to the environment. After you build the particle system, you can apply a sort of blob mesh to it, either in Real Flow or in 3dsmax. I find the one in Real Flow a lot better because you can tweak a lot of options and it is very fast, once imported in 3dsmax.

So, after building keyframes for the reactor simulation, export the animated ice cubes and the glass, by selecting them and choosing Scene Data Saver from the 3dsmax Utilities. Chose those keyframes where something is moving. NOTE that you should use low poly meshes, because Real Flow makes a lot of calculations. So, disable mesh smooth.

Then open Real Flow and create a new project. Under the ‘objects’ rollout, select ‘import object’. Select the file you exported from 3dsmax.

To add a liquid in Real Flow, you need to place an emitter somewhere. The output of the animation are some keyframes you can see at the bottom of the screen. You have two options when you simulate the flow: either create the keyframes or not. If you press ‘lock animation’, you can let it calculate until it reaches some state you wish. To save the keyframes to a file, you need to check the name of the emitter and of the mesh in the ‘export central’ menu.

For our animation, place a circle emitter above the glass. Make it as large as you wish. You can leave the default values if you want. If you make the density higher, the final simulation would look better, but it would take longer to compute. Right click the ‘speed’ parameter and choose ‘open curve’. You can make something like this, to make the fluid appear to be poured more realistic:

speed curve

Then open the scene tree and add the glass and the ice cubes to the emitter subtree. This way it will interact with these objects.




 
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