hello again and welcome to this new
tutorial and we recently uploaded this
divergent answer video to Vimeo and some
of you have been asking how to achieve
this type of effect so we trying to try
and look into the actual scene on how we
did it this was actually a test stress
test for divers Oh and but we did it a
couple of years ago with the old s pH
solver and is it looks really really
good as well but it took quite a while
longer I believe it took over 32 hours
while back I'm in the same machine now
these tests I said here 17 hours but it
was only using 8 course on a very old co
machine with 2.3 gigahertz but I have
repeated the test and it went down to 14
hours but I will explain a bit later and
also in the post that I will put in the
block with more details because these
times can definitely go way way down so
how we did this first we studied in Maya
now this is a good opportunity also to
tell you about some of you that don't
know how to move things back and forth
from via flow into your 3d package and
we have what we call real flow connect
so if you go to real flow that comes
last try you can download the real flow
connect which basically consists of two
lines that we used to have separate but
now they are into a single download and
you choose your platform of choice in
this case I'm using my and so you get
the real flow connectivity and also the
relative lines in one single package and
in the release notice as all the
operating system the support also all
the renderers that is suppose like pics
are random and be Ray Arnold and it
works with my editor Emacs double blah
blah you have everything there and so
Amaya we go and I got this geometry from
the libraries that Maya sips with and
there are some mock-up ones and use the
dance one so just simply import that
file into the scene
it comes huge as you can see here so
what we have to do in this case was to
simply scale down this like to a tenth
or something like that
more than that user one thing zero one
and now if we focus on the object we see
that this scale is about right to send
it to real flow Maya is centimeters by
default so if you win when we send this
into Rio Floyd's meters so it would be 1
meter 2 meters if we go to an opto
graphic view we see that this fellow
here mm is less than 2 meters high 6
foot or something else so it's it's the
right size so this is what we're going
to be sending in to real flow simply
hidden image and then here we have the
SD format it's the all-time form of free
of load sim definition and in the setup
we'd select export select it all if you
want to export everything although it's
only gonna be exporting the geometry and
we select the range of frames and we
have to explore
you
and then we have and I think is this
other one not this mesh this one and
this one which is that that if one we
kind of seem to condense more the fluid
and this one took as things says it here
14 hours 23 minutes and the last time I
simulated at work so if we use 2 3 3 3
it's going to be taken into account the
movement of the geometry to adapt the
substeps
so I will be taking longer to simulate
if we go with fixed because we don't
care and within that look it's ok with
this kind of explosive look maybe we
send particles to be farther away then
we can go really really quick and I
rather go quick Tintin hanging around
the actual meshes are pretty similar
this is the one that comes with
explosive simulation with the fixed sub
steps and this is the one that we got
meshed and the one that is in infamy
right now so pretty similar and the
renders will look almost identical this
is the render the Maxwell render we did
originally and this is the the new one
so with motion blur etc and they are
going to look pretty pretty similar and
you can reduce extensively the
simulation times so going back to real
flow we had these are the settings to go
fast we decided to go on this one with
Tenten and know what's going back there
and then to star on how we set up this
and this is emitting from the geometry
of the character in the old test of
thing I emitted from the whole geometry
in this region one I only emit it from a
certain number of phases so in the
emitter you see here it goes
a green if we go into a perspective view
there are only a few areas in the body
that are selected and it is emitting
from there I did it because I wanted to
have something slightly different and
also because if you look cool when I
tried it and to achieve this look I
wasn't simulating like from there what I
was
I went to the lock button here in the
left bottom corner and I used 25 frames
can down so it's locked for 25 frames
emitting particles are with that on
frame 1 we have something like this so
if we move to frame 1 which is like a
cape or it looks like a bird character
or something to start flying as it
dances so now if we scroll we see that
we have all this nice swirly motion and
I can change the size of those particles
in here I think they are quite big point
size to 1 yeah I looked better anyway
emitter doesn't have much anything else
interesting as I said everything from
those faces that we select we could have
selected all of them if we wanted to
just simply edit and we can select the
areas we want to be emitted from if we
want it to select vertices instead the
same it's going to be emitting from
vertices and what up so you just play
around and see what you get I don't
think there's anything else here is
pretty much by default I believe I might
have added the pollen velocity and the
detailing of course you have to link it
to the geometry domain in the domain and
some drastic changes have increased the
external pressure so the fluid gets kind
of pushed backwards it doesn't expand
that easily and since we know that it's
going to be a very explosive simulation
you need to somehow try to keep those
particles together especially because on
a moves using also some extreme settings
here 24 viscosity on 54 surface tension
surface tension again trying to get the
more cohesive fluid I'm running another
test by the way with the liquid s pH I'm
sure that will take even longer but I
would probably post it once it's done
then I'm using simple diamonds only
three default gravity 9.8 my beloved
drag force I use it pretty much in any
simulation try to kind of drag away some
motion from the particles null point
three is the value in this case and then
some isolated killer so when we have the
particles flying away we want to have
some sort of control on where they go
and some of these will be deleted as
they fly away
as soon as they don't have neighbors
around for longer than 0.1 seconds which
is the valley light I chose here that's
it
on the skin I believe and I have yeah I
have a sticky I took out the bounds and
I added some stickiness I think the rest
is Primack the fold and on the walls
probably we have some roughness or
bounce is there I'm not sure if these
are the default values but he's pretty
much defaults what else do we have in
here the particle mesh not default I'm
using some filters on the BTB machine
but they are not that crazy I mean the
three fields that you do have here I'm
using them i dilate slightly the mesh
then I contract it quite a bit to get
some some detail and then I smooth it 54
and nothing else that's all simple stuff
and yeah polygons sighs I took it down
I'm not using the auto polygon size here
and I use the domain accordingly to do
that polygon size and that is pretty
much it
simulation wise it was done come on line
and isolate the first the the domain and
then I I messed it so this is all you
need to know in order to create a scene
like this you can try and play with the
different solvers and also with DVD
fixed versus adaptive and see what type
of results you get I hope you enjoyed
and please put any comments on the blog
or in the female channel and I will
happily try to answer them thank you
very much