Blending RealFlow Mesh Color

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Dhruba Jyoti
Posts: 9
Joined: Thu Sep 21, 2017 6:42 am

Blending RealFlow Mesh Color

Post by Dhruba Jyoti » Thu Oct 26, 2017 11:09 am

I want to know the procedure to blend mesh colors like in the image I have attached. There is a video attached too for better reference. I found few tutorials but all of them are using Cinema4D. I want to know How to do this using Maya or atleast 3DS Max. Dont Post Cinema4D tutorial link please.
Here is the image https://imgur.com/a/Le46e
Here is the video link of the given simlation https://youtu.be/QryL6LxuQWE

Thomas Schlick
Posts: 177
Joined: Tue Aug 29, 2017 12:35 pm

Re: Blending RealFlow Mesh Color

Post by Thomas Schlick » Fri Oct 27, 2017 8:00 am

RFConnect for 3DS has a melt material, but that works only in conjunction with the 3DS scanline renderer and mental ray. We're currently working on better, more common solutions to support as many render engines as possible, but unfortunately there's no ETA.

Maybe one personal note: I know that the current situation for Maya and 3DS users is very disappointing and I'm very sorry that I'm don't have better news. If there's a solution or workaround we'll release it immediately, but this will take some time, I'm afraid.

Dhruba Jyoti
Posts: 9
Joined: Thu Sep 21, 2017 6:42 am

Re: Blending RealFlow Mesh Color

Post by Dhruba Jyoti » Sat Oct 28, 2017 7:18 am

Thanks Thomas for such a quick response. So what you are saying that right now it can only be done using 3DS and I guess there is some kind of option in C4D too but no option in Maya right now. Correct me if I am wrong. One thing to point out though I am not really disappointed by the current situation in Maya yeah definitely the condition in 3DS in much worse. Eagerly waiting for new improvements, Kudos for what you people doing out there.

Thomas Schlick
Posts: 177
Joined: Tue Aug 29, 2017 12:35 pm

Re: Blending RealFlow Mesh Color

Post by Thomas Schlick » Sat Oct 28, 2017 5:54 pm

Many thanks for your understanding Dhruba. Much appreciated!

You're right, 3DS has the melt material option, and C4D is currently the most advanced plugin. Of course our goal is to provide similar functionality for all plugins, but as mentioned this will take some time.

Mateusz Zdziebko
Posts: 3
Joined: Sun Nov 26, 2017 12:44 am

Re: Blending RealFlow Mesh Color

Post by Mateusz Zdziebko » Sun Nov 26, 2017 12:50 am

Hi. Using the opportunity of this topic, I want to ask is there any way to control weights maps in C4D. I have a couple of colors, but the blending looks very bad. The result is pixelated and jagged. Any thoughts?
Is it even possible to achieve a look like in this video?
https://www.youtube.com/watch?v=WLSuZwI ... e=youtu.be

Thanks.

P.S. Im using realflow 10 and C4D r17.

Thomas Schlick
Posts: 177
Joined: Tue Aug 29, 2017 12:35 pm

Re: Blending RealFlow Mesh Color

Post by Thomas Schlick » Mon Nov 27, 2017 9:10 am

Hi Mateusz,

There's no way to control the weight maps in RF or C4D directly, but when the maps look pixelated then it's normally that the meshes lack resolution. Vertex and weight maps are created by interpolating values (e.g. velocities or distances) between the mesh's vertices. And if the number of vertices is not sufficient you'll get artifacts and a coarse look. Another reason is when the simulations don't have enough particles, because the mesh also uses the particles' UVs to create the vertex maps. So, the first step to get better results is to increase the number of particles. Several hundreds of thousands of particles are absolutely normal (depending of the scene's scale and size). Dyverso is fast enough to simulate these numbers within a reasonable time frame. Then you should also try to deacrese the mesh's polygon size to get more vertices and a higher resolution.

These two things should definitely give you better results.

Mateusz Zdziebko
Posts: 3
Joined: Sun Nov 26, 2017 12:44 am

Re: Blending RealFlow Mesh Color

Post by Mateusz Zdziebko » Mon Nov 27, 2017 10:12 am

Hi Thomas,
thanks for your reply.

Yes, I realize that the number of particles is very important. What I also observed, the the smaller the field radius is (object under mesh node) - the higher resolution of weight map is.
And this is ok, but the problem is when I want to create, a very dense and blobby liquid. It's very difficult to achieve that with smal radius of field radius, because small radius provides tiny mesh.

Thomas Schlick
Posts: 177
Joined: Tue Aug 29, 2017 12:35 pm

Re: Blending RealFlow Mesh Color

Post by Thomas Schlick » Mon Nov 27, 2017 11:39 am

Yes, the relation between field radius and vertex map resolution makes sense. What you can try is to use a smaller field radius, and increase smoothing ("Volume filters"). Strong smoothing will make the mesh losing detail and most probably it'll be smaller, but you can counteract with the "Dilate" volume filter. This filter blows up the mesh. Maybe this will help. At least it's worth trying.

Mateusz Zdziebko
Posts: 3
Joined: Sun Nov 26, 2017 12:44 am

Re: Blending RealFlow Mesh Color

Post by Mateusz Zdziebko » Mon Nov 27, 2017 6:25 pm

Yes i found that too. I think this is the only way, though it's a lot more time consuming in terms of mesh generation.
Thanks!

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