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本教程是由cmiVFX机构出品的Realflow实用技巧教程,时长:3小时44分,教程使用软件:Realflow,大小:1.3 Gb,格式:MP4视频,作者:Christopher Soyer,语言:英语。

在Realflow中,综合使用Grid与SPH液体模拟器,用户能够创建从一滴水到广袤的海洋之间的任何东西。首先你将学习到的是如何使用grid fluid模拟与置换效果来模拟一首船在大海上航行的效果。接着Chris将创建其他的模拟效果,如水花飞溅与泡沫。他将从实际制作的角度来告诉大家最好的工作流程与方法。教学的最后你将得到一个非常漂亮的流体模拟效果,并且你可以在上面添加任何你所希望的其他特效。

RealFlow是由西班牙Next Limit公司出品的流体动力学模拟软件。它是一款独立的模拟软件,可以计算真实世界中运动物体的运动,包括液体。RealFlow提供给艺术家们一系列精心设计的工具,如流体模拟(液体和气体)、网格生成器、带有约束的刚体动力学、弹性、控制流体行为的工作平台和波动、浮力(以前在RealWave中具有浮力功能)。你可以将几何体或场景导入RealFlow来设置流体模拟。在模拟和调节完成后,将粒子或网格物体从RealFlow导出到其他主流3D软件中进行照明和渲染。

cmiVFX, the groundbreaking leader in high end visual effects research and training, has just released Volume 1 of a new product line initiative for Next Limit's RealFlow Fluid and Dynamics Simulation animation software package. With a mix of both Grid and SPH fluid solvers, this training video gives users the ability to create anything from a drop of water to a vast ocean, and anything in between.

This training will showcase the creation of a Hybrido base grid fluid simulation and additional displacement to simulate a boat traveling in open ocean waters. Next, Chris will then create all the additional dependent simulations like splashes and foam to properly accent the scene. He will explore the best practices and workflows for successful use of RealFlow in production situations. In the end you will end up with a great looking renderable fluid simulation and additional ideas to take the effect further on your own.

In creating this training series, Chris was interested in doing something rarely done in online videos. He does no pre-simulations, or r&d off camera. This allows you see you everything involved in the production level simulation of the effect. The rr-sc.com good and the bad. You see him confronted with problems and working out solutions. Never is something fixed off camera or behind a curtain.

Chapter 1: Getting Started

The introduction chapter will take you through all the back ground needed to get going in RealFlow. Helpful links and some background on the software. The Maya plugins are used to export geometry for simulation but you can follow along in you 3d app of choice. The theory of preparing your geo and animation for RealFlow dynamic environment will be the same across the board. This isnt a beginners course so after a look at the preferences for our project we jump straight into things.

Chapter 2: Hybrido Based Water Simulation Techniques

Hybrido introduces a whole new paradigm in fluid dynamics. In this chapter we will learn how to create a useable, optimized base water sim to build on for the rest of the course. We will learn the new tools and concepts in a production type project. Setting up a quick cut shot of a boat racing by camera. All the major parameters are worked through along with a few tricks for creating and optimizing displacement creation and additional data sets for the dependent simulations like splashes and foam. We’ll use techniques like scripted cmd line simulating to speed up our workflow.

Chapter 3: Hybrido Displacement And Meshing

In this chapter we will explore how to create a good looking base mesh thats displaced using a procedural, tileable, displacement map. Shortcuts for building and tweaking our displacement as well as visualizing the displacement in the viewport.

Chapter 4: Splashes, Splashes, And More Splashes!

Now that we have a base mesh, displacement texture, and all of the additional data sets we’re ready to move onto splash creation. In this chapter we’ll learn how to setup and tweak our first dependent simulation. Using the cached out base fluid our splashes will simulate quickly and collide with the displaced base wave mesh. We’ll look at the major parameters and some tricks for creating, controlling, and optimizing our splash simulations. We”ll also look at creating multiple splash simulations for one domain fluid.

Chapter 5: Adding Foam / Waterline

Having our splash particles create foam as they hit the surface used to be a intense task that involved scripted solutions. Now using the Hybrido system its a breeze. We’ll learn how to use our cached out splashes to create foam and waterline simulations that interact with and sit on our cached and displaced base fluid. All the major parameters will be explored and some cool techniques for really speeding up the foam creation will be introduced.

Chapter 6: Taking It Further

If you’ve followed along until this point you will have a strong understanding of the Hybrido system, both its base fluid creation and the implementation of distance fluids to create secondary passes that work seamlessly with the cached system. In this Chapter we will discuss and introduce the remaining secondary elements that can be created and ways to take this effect further and really make it your own!!

Christopher Soyer

Chris Soyer is a VFX Artist and RealFlow Certified Expert that has been working with the software for 8 years, since version 3. Over those years he’s freelanced at over 25 studios worldwide like Kompost, CIneSIte, Buck, Aardman, Logan, and Motion Theory – to name a few. His quick-n-dirty style has come in handy in alot of last minute situations where creating good looking effects quickly to meet demanding deadlines is paramount. Today Chris runs Tsunamifx, an east coast based Micro-Studio that serves as a vehicle for his effects work worldwide.

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