

To save time water is generated right at the end of the alley.
#REALFLOW WATER SETTINGS FULL SIZE#
It's a bit smaller than my actual set, so it sims a bit faster, but it is close enough that the settings can be used on the full size model. In keeping with my idea to get lots of simulations done to nail down the settings I wanted and later to troubleshoot scripts, I decided to setup a small test scene with which I could test various things. There were times I was tempted to go with another look that I found in my explorations (perhaps more splashy, quick, and violent), but I keep trying to get my original vision. I get to choose the direction for this shot, and this is what I decided. My vision is a sort of monolithic body of water traveling with an almost purpose. The water should be large, and massive, and menacing. I want the water to run down the alley, pickup some trashcans, and run them into the camera. So that is basically my thoughts on production ready.įor my large spill I have an alley (about 8 meters across) with buildings enclosing either side. This means testing small when possible and scaling up when you found the right settings. There are a lot of variables to fine tune and the more sims you can turn over, the better your final product. Odds are that one of those 10 1-day sims will look better than that 1 10-day sim. I rather get 10 1-day sims than 1 10-day sim. but a key thing is being able to try LOTS of variations. Scalable - This is a tough one as the fluid behaviour does change with increases in resolution.It's no good to generate 1million spray particels in RealFlow (it will handle this easily, albiet slowly) when Maya chokes. For me this means RealFlow particles get meshed and exported into maya, then rendered, then composited in Shake. However, those particles have to move through the whole pipeline and end up as pixels integrated into a scene. Pipeline Friendly - Realflow is great at handling particles.

I tried this, and of course it worked, but it was not the look that I wanted as I'll explain below. If it was just a matter of being physically accurate you could just scale the scene right, use the default fluid settings, and set the resolution as high as you dare.

This is less of a tutorial and more of a brain dump of some of the things I have learned over the past couple of weeks working on the large spill project. Real Flow 4 - Large Spill Production Techniques Real Flow 4 - Large Spill Production Techniques Introduction
