D_Splines and Grids
This post is not very interesting, but I was playing a little bit with Daemons and Grids and get this paint fiber look.
I got this fluid using a grid and a D_Spline daemon, nothing special! It was rendered with Mental ray RFRK Mesher.
Preview
Render
Export node selected to XML format, save your presets!
The Exporting XML option that you can found in the Export/Import menus is a good way for saving your Presets for any node in the scene. I use it a lot in my projects, for this reason I did this simple script for exporting to XML the node selected. The script creates a xml folder in the RF project where all xml files will be saved and let you choose two types of suffixes, Time in seconds or user defined.
How to create swell using expresions?
In scenes where you need to simulate shore waves, crest waves or simply breaking waves against the coast or cliffs, it is very useful the use of expressions. Expressions can be added to the most node attributes in RealFlow, using them to add cadence of movement or variability.
Imagine we are trying to simulate the coast where waves break against the rocks. You need to move the water or create a similar ocean movement. Have a look to next video for better understanding of what I mean.
In this set up I used an expression to control the cadence of the waves.Maths are not my forte,
sorry, so I´ll try to explain how works the expression I´ve used:
Given the expression
a*(1-sqrt(tanh(b*(sin(t/c)^2))))
where:
a was the Force Amplitude that will give the Wave Height
b was the sharpness of the pulse
c was the frequency of the pulse that will produce the Wavelength
This give you a force that produce a wave with a natural cadence. This is not a physically correct formula, if you want to know more about oceans have a look to internet, is full of articles about this field, these ar some of them:
http://www.boatsafe.com/nauticalknowhow/waves.htm
http://hyperphysics.phy-astr.gsu.edu/hbase/waves/watwav2.html
