Integrating c4d dynamics with realflow

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Eric Nixon
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Joined: Fri Aug 25, 2017 7:05 pm

Integrating c4d dynamics with realflow

Post by Eric Nixon » Fri Aug 25, 2017 7:17 pm

I was looking at the help docs, and I noticed that you advise users, to employ the matrix object to receive the thinking particles, but in my experience generating dynamic clones from the matrix object is a very slow way of making it work. Its much quicker and also simpler to use a standard cloner instead, set it to object mode and drag the tp-particle group into the object slot.

I was concerned that you may have been testing 2-way rf c4d interaction only using the matrix object, which is impractically slow on my hardware. Maybe your machines are so fast you didnt realise, or maybe its just an error in the docs, which should be corrected.

I am testing a lot of 2-way scenarios at the moment, it works ok so far, needs more tests. (haven't used the rigid tag yet, just got rf2 installed today), I could post some screenshots if anyones interested, things like dynamic water cannons, objects dancing on top of a fountain, etc.

Eric.

Eric Nixon 20170825195313
Posts: 1
Joined: Fri Aug 25, 2017 8:53 pm

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170825195313 » Fri Aug 25, 2017 8:54 pm

water cannon.png
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Thomas Schlick
Posts: 178
Joined: Tue Aug 29, 2017 12:35 pm

Re: Integrating c4d dynamics with realflow

Post by Thomas Schlick » Tue Aug 29, 2017 12:45 pm

Thanks for your feedback and pointing us to this possibility. We'll consider this method in the next update of the manual.

Cheers,
Thomas

Eric Nixon 20170901002121
Posts: 1
Joined: Fri Sep 01, 2017 1:21 am

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170901002121 » Fri Sep 01, 2017 1:46 am

water canon.7z
I updated the scene, i hope you can find the important settings, there is seperate gravity object now, so that the dynamic droplets only pick up the RF gravity.

I had a big mtb crash earlier this week, so a bit crippled at the moment, will be more able to discuss things in a week or two, typing this hurts :( a few bones are broken, Have had some good results though, inc rf2, will discuss soon.
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Thomas Schlick
Posts: 178
Joined: Tue Aug 29, 2017 12:35 pm

Re: Integrating c4d dynamics with realflow

Post by Thomas Schlick » Fri Sep 01, 2017 7:26 am

Many thanks for the scene file and your efforts on this matter. Much appreciated!

What you're telling here about the crash sounds really bad and I hope you're not seriously injured. Get well soon!

Cheers,
Thomas

Eric Nixon 20170901075425
Posts: 1
Joined: Fri Sep 01, 2017 8:54 am

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170901075425 » Fri Sep 01, 2017 9:13 am

Was brutal, but the recovery is going really well. Should be like new soon :) some metalwork... managed to tuck my head out of harms way.. experienced crasher :)

I was hoping you might have an idea for doing a mud berm in rf2 with granular fluid, the clone per particle technique gets slow with big volumes of fluid.

I bits of mud to fly off, but I want to put the dyn clones just to the surface to speed it up. might try the Xparticles skinner to link them.. I think that worked on an earlier test

Eric Nixon 20170903024938
Posts: 1
Joined: Sun Sep 03, 2017 3:49 am

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170903024938 » Sun Sep 03, 2017 3:56 am

Untitled-1.png
This is the same method overall, but the cloner is Blend between cube dynamic/ no dynamic, the plain effectors falloff shape creates the switch, which can be linked to a car tyre geo for example, in this case its linked to the spheres via the correction deformer, slightly quicker than using 3 plain effectors.. in this case.

performance is good, would be even better to have RF create only the TP I need, TP zone could be defined by a falloff source, can you guys code that? please...
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Thomas Schlick
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Joined: Tue Aug 29, 2017 12:35 pm

Re: Integrating c4d dynamics with realflow

Post by Thomas Schlick » Mon Sep 04, 2017 7:59 am

Yes, things can get really slow with high particle counts, and I don't know a quick and reliable C4D-based solution to do that. The only thing I can think of to reduce the number of TP particles right now, is a filter daemon: it has a randomness function which allows you to separate a rather small number of particles from the original volume, and pass these particles to another domain with exactly the same properties. And only this 2nd domain will be converted to TP. This way you can isolate just 100, 200 or 500 particles from the entire simulation for use with the dynamics objects.

The filter daemon doesn't have a falloff zone, but you can also filter against age (in conjunction with randomness) to get only leading particles, for example.

Eric Nixon 20170904101515
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Joined: Mon Sep 04, 2017 11:15 am

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170904101515 » Mon Sep 04, 2017 11:17 am

Would be nice to have a falloff by geo tag/option for all daemons.

It would be really nice to have an option to have the tp only on the surface of the fluid, so that only the rf particles with surface tension are given tp.

I will try to update this scene using an elastic fluid for the base ground with dynamic clones (placed by the deformed vertices from the elastic deformer) onto the ground surface. Then place a deep layer of granular fluid on top using the formula in the previous post, and then use a dynamic car with softbody tyres to test the interaction.

For larger areas of mud/ground, c4d's collision deformer can be set up with dynamics (tricky but possible) or just run passively for shallow mud....

Eric Nixon 20170904101515
Posts: 3
Joined: Mon Sep 04, 2017 11:15 am

Re: Integrating c4d dynamics with realflow

Post by Eric Nixon 20170904101515 » Mon Sep 04, 2017 12:09 pm

I see that its possible to filter rf particles by pressure. Do you think that will work?, probably will lag 1 frame behind unfortunately. hmmm.

Maybe filter by particle collision will work, given a large margin, or using an oversized dummy collider to trigger it.

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