Integrating c4d dynamics with realflow
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Integrating c4d dynamics with realflow
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.
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.
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Re: Integrating c4d dynamics with realflow
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Re: Integrating c4d dynamics with realflow
Thanks for your feedback and pointing us to this possibility. We'll consider this method in the next update of the manual.
Cheers,
Thomas
Cheers,
Thomas
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Re: Integrating c4d dynamics with realflow
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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Re: Integrating c4d dynamics with realflow
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
What you're telling here about the crash sounds really bad and I hope you're not seriously injured. Get well soon!
Cheers,
Thomas
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Re: Integrating c4d dynamics with realflow
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
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
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Re: Integrating c4d dynamics with realflow
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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Re: Integrating c4d dynamics with realflow
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.
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.
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Re: Integrating c4d dynamics with realflow
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....
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....
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Re: Integrating c4d dynamics with realflow
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.
Maybe filter by particle collision will work, given a large margin, or using an oversized dummy collider to trigger it.