– Undo/Redo is not working when a control point is added. – If a segment is removed the configuration of the circles of the other segments is reset.
![realflow meshing realflow meshing](https://i.ytimg.com/vi/hojIwDaHEtA/maxresdefault.jpg)
– Emitter ID value is not preserved on scene reopening. – It is possible to type negative values for scene simulation steps and iterations. – Particle UVs are not loaded in cache mode. – There is a one frame offset when rendering meshes with motion blur enabled. (Version 3.08 of Octane plugin fixes the issue). – Mesher vertex maps don’t work with Octane render. – Attractor viewport representation does not match its behavior when Attenuated is enabled. – Attractor daemon “Internal Radius”, “External Radius” and “Planet Radius” parameters should have units. – Setting the same fluid as source and target in a Filter daemon freezes Cinema 4D. – Animated cache offsets do not work in render time. – Cinema 4D crashes on caching if the cache folder field is empty. – Particle render instances original objects remain visible during render. – Motion blur with meshes doesn’t work with Maxwell Render. – Motion blur with meshes doesn’t work with NVIDIA’s Iray. – Particle render instances are not rendered/recognized by NVIDIA’s Iray. – Objects deformed with Rigid, Elastic and Particle Skinner only support motion blur when using the Point Cache tag. – Simulation look on render may differ between multiple simulation/renders unless caching is enabled. 519 – Simulation steps configuration from RealFlow | Cinema 4D 1.0 scenes is reset to Auto mode when opened in 2.0 version.
#REALFLOW MESHING MAC OS#
358 – File paths can’t have unicode characters on Mac OS X. – Mesh fluid/emitter weight vertex map computation is limited to a maximum amount of 10. – When using a multi-segment spline with the spline emitter node the “Prev” and “Next” buttons only iterate through the control points on the current segment. – Initial State files created in RealFlow | Cinema 4D 1.0 are not compatible with 2.0 version due to the switch from RPC to Alembic. – Array Tool: Parameters can’t be animated for meshes. This mesh finally becomes shaded in your 3D application to render the fluid. The stored BIN files are normally used to create a polygon mesh inside RealFlow representing the three dimensional volume of the fluid. We're working on a fix right now and hope to have this sorted out soon.You can find out more about RealFlow’s export options with standard emitters and the Alembic format under “Export Central”. You can toggle between HDF5 and Ogawa under File > Preferences > Export > Alembic back-end Could you please give this workaround a try and let us know if it worked? In my tests I had 1000 files with 10 MB each and it took some 15 mins to write the final file. Export will be slightly slower, but stitching can be really slow. On the Mac even 1000 files can be stitched without problems, and some other computers in our office can stitch the files as well.
![realflow meshing realflow meshing](https://i.ytimg.com/vi/hyFOgansPoY/maxresdefault.jpg)
Here on my machine I'm able to stitch around 550 Ogawa Alembics, with 600 and more RF crashes.
The reason for these crashes seems to be the Ogawa codec, and the problem is that not all systems are affected.
#REALFLOW MESHING CODE#
The stitcher's code is not from Next Limit, but the Alembic guys themselves. You're right, it's definitely something that should have been fixed already. Thanks for raising this issue again and pushing us. I don't know, maybe you've expected more, but I hope anyway that these values will help you to get a better feeling for meshing. The more polygons, the more details you will finally see. Maybe you want to start with something like 0.3 or 0.4.įor your scene I'd say that a polygon count of around 400-500k should give you good a result. Thinning is also very important and instead of high smoothing I try to find a balance between Radius and Thinning. That's my default value and I change it in the end when I do the last changes, but I normally don't go higher than 8. Radius = 8 cm, but when I have lots of particles, as in your case, I also start with 5 or 6. When I create meshes I normally start with "Resolution" set to "Medium" or "Medium-High". But I think you have a very good feeling for that already. Unfortunately, it's very difficult to give global and common values for the number of particles, because personal demands, scene setups, and scales are simply too different. The number of particles is absolutely sufficient in your scene. It really requires some experience to find a good balance between the different mesh parameters.