RealFlow | Cinema 4D 2.0
FLUIDS INSIDE YOUR PLATFORM
RealFlow | Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D. Now you can achieve high-end simulations with an even easier workflow.
SERIOUS HIGH PERFORMANCE FLUIDS
RealFlow | Cinema 4D 2.0 is built on RealFlow’s 10 Dyverso multiphysics solver – so you get the best in fluid simulation quality and performance, with an easy workflow.
SIMPLIFIED WORKFLOW
Forget about going back and forth between 3D platforms . You no longer have to worry about network dependencies, permissions, or IP issues.
FULLY INTEGRATED TOOLKITS
Make use of your favourite set of Cinema 4D tools. Just to name a few: Deformers, MoGraph objects, Thinking Particles workflows and native Cinema 4D falloffs.
HIGH SPEED SIMULATIONS
RealFlow | Cinema 4D is GPU accelerated, supporting CUDA and OpenCL.
WHAT'S NEW
GRANULAR
VISCOUS
RIGID
VISCOELASTIC
ELASTIC
DIFFERENT FLUIDS INTERACTION
Interaction between different fluids in the same scene.
Now it is possible to mix fluids with different properties. This includes not only liquids but all of our multiphysics materials (granular, viscous, viscoelastic) plus rigid and elastic.
VOLUME TAG FOR OBJECTS
Make sure RealFlow always sees your Cinema 4D object exactly the way you want it to. No matter if it is for collisions or emissions.
MORE THAN ONE SCENE IN THE SAME DOCUMENT
You can have more than one scene in case you want to test different variations of your sim, or multiple independent takes for the same project.
MASK PARAMETERS IN EMITTERS NODES
Avoid the emission of particles inside objects colliding with the fluid.
COLLIDER TAG IMPROVEMENTS
Decide which fluids will collide, set multiple collider tags for the same object or use textures to control collider parameters like the friction.
MESHING OF CACHED FLUIDS
Only mesh your fluids without resimulating everything again. Excellent for fine tuning your mesh until you are happy with its look.
CHILD OBJECTS FLUID'S RANDOM TRANSFORMATIONS
Give your particle instances a more natural look thanks to their variation on position, rotation and scale.
DAEMONS
PARTICLE SKINNER DAEMON (DEFORMER)
This Cinema 4D deformer lets your objects adjust their shape to RealFlow particles.
FORCE DAEMONS FALLOFF
Cinema 4D falloffs are now part of RealFlow force daemons, making them more customizable than ever.
KILL DAEMONS FALLOFF
This exclusive feature of RealFlow | Cinema 4D 2.0 lets you decide down to the finest detail where and how particles are killed.
New Features
Simulation
New granular, viscous, and viscoelastic materials.
New rigid and elastic deformer.
New "Particle Skinner" tool transfers position and velocity data from particles to objets to move and deform them.
Multi-physics solver (I). All materials are managed under the same solver framework.
Multi-physics solver (II). Different fluid and deformer types are able to interact, e.g. granular + liquids, viscoelastic + granular, elastic + liquid.
Speed and memory improvements (GPU 3-8x faster than CPU).
Improved robustness of GPU calculations.
Huge speed improvement in calculating the volume of interacting objects.
Interactions between multiple fluids.
Multiple scene objects within the same project.
New "Tensile Strength" parameter helps to shape and improve a fluid's borders in conjunction with "Surface Tension".
New "Vorticity Boost" parameter for vivid and turbulent fluids.
Use image maps for an object's friction, stickiness, roughness, etc. to influence particles.
Daemons
New "Reset Age" and "Keep Source Particles" options for the "Filter" daemon.
New and versatile falloff functions for many force-based daemons.
New random parameters for improved and more realistic filtering.
Rendering
Better and more robust collaboration with external render engines.
Improved motion blur: motion blur is now possible in conjunction with particles and render instances.
Workflow
Meshes can now be built from already cached simulations with the "Cache Meshes" button.
New "RealFlow" preferences entry to specify a default cache folder.
Improved connection to Cinema 4D's MoGraph, Hair, and Take.
New "Volume" und "Collider" tags.
Fluid masking allows to shape particle volumes through helper objects.
Improved and faster method for filling object volumes with particles.
Automatic or manual time step management.
New "Links" field for type-aware linking of fluids, deformer, emitters, daemons, and collision objects.
Random parameters for scatter effects like sand piles, river gravel, ground rocks, etc.
Multiple "Collider" tags per object.
Various
New plugin architecture
Cache file format is Alembic Ogawa for meshes and particles.
For rigid and elastic deformer we use a proprietary format, but only temporarily. We will be moving to Alembic for these types as soon as possible.
Features Added
Fluid
RFCFD-386 - New Multiphysics solver: granular, viscous, viscoelastic, rigid and elastic.
RFCFD-409 - New random transformations for child objects of fluids.
Rigid
RFCFD-443 - New Rigid deformer node to simulate rigids coupled with other fluids, rigids and elastics.
Elastic
RFCFD-444 - New Elastic deformer node to simulate elastics coupled with other fluids, rigids and elastics.
RFCore
RFCFD-428 - Now fluids can interact between them.
RFCFD-419 - New tag "Volume" to configure volume parameters.
Daemons
RFCFD-408 - Particle Skinner deformer.
RFCFD-366 - Force daemons controllability with native Cinema 4D falloffs.
RFCFD-407 - Killer daemons controllability with native Cinema 4D falloffs.
Collisions
RFCFD-418 - "Scene" and "Linked Fluids" parameters for Collider tag.
RFCFD-367 - Collider tag parameters texture mapping. Bounce, Sticky, Friction, Roughness, and Collider Velocity Factor.
Caching
RFCFD-122 - Meshing of cached fluids.