![]() There are a lot of factors that affect which approximation we should choose, such as the distance of the splash to the camera, the velocity of the splash, etc. For example, splash particles can be render as meshes with a dielectric shader, as sprites with semitransparent textures, or as a self shadow volume cloud. As said before: the shading strategy is not trivial and it can be done in several ways. For the stormy sea scene that we have described above RealFlow will output the following fluid elements: a big mesh with the sea dynamics with an animated displacement texture to capture the high frequency and choppy waves fluid particles or meshes for splashes and foam and water density fields for mist effects. The appearance of a big ocean surface is very different from that of a mist water drop, while both are made of water. So it is very important to have all these elements separated for shading purposes. Due to the renderer’s limitations, right now we cannot use the same material for all the fluids of our simulation. At this stage we have to use and combine all the fluid elements inside our simulation, choose a shading strategy for one of them and pass them to the renderer. The next task after the simulation is the shading process. and for each one of these elements the water behaviour should be simulated at different scales. For example, if we simulate a stormy sea near the coast we will have a mass of sea, splashes, spray, mist, foam, etc. Nowadays RealFlow™ can be used to compute fluid dynamics shots at a wide range of scales, from a big piece of ocean of several hundreds of meters to millimetrical water drops. For the past decade, simulation tools like RealFlow™ have been used to achieve realistic fluid simulations. ![]() RealFlow RENDERKIT v2.0 for RenderMan for Maya - Manual Version 0.42 Introduction |ġ INTRODUCTION The RealFlow RenderKit 2.0 (RFRK) is a set of tools that has been designed to facilitate the complex task of rendering RealFlow™ fluids. 17Ħ.01 Plug-in Installation Manual 6.02 Plug-in Manual Pag. 13Ĥ.01 Field and Particles Sequences 4.02 Lighting and Shading Pag. 11 Multipoint, Clipping, Filters and Motion Blur Size Pag. 8 Mesh Filtering, Clipping and Optimization The magnitudes Pag. ![]() REALFLOW RENDERKIT V2.0 FOR RENDERMAN FOR MAYA MANUAL VERSION 0.42 ![]()
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