You can find a full list of our minimum system requirements HERE
For information on installing and licensing your software please see HERE
To import scene data into RealFlow you will first need to install the appropriate connectivity plug-in for your 3D platform. Then, simply export the data in one of the file formats supported by RealFlow by using the shelf tools that will appear once installed.
Please see HERE for information regarding licensing your software.
RealFlow licenses are not limited by CPU or cores, and most simulations will take advantage of all the cores on a user’s machine – when required.
The download area is available for ALL customers and can be accessed HERE
The customer portal is only for license holders. If you have purchased a license, you were sent your login information via email directly after purchasing. If you cannot find this email, please send us an email and a member of our team will be in touch with you shortly.
In order to download the RealFlow demo, you must complete this FORM. You will then receive an email containing your license text and further instructions.
For all technical queries, please see our extensive support website here: RealFlow Support Center.
Remember that each grid square in RealFlow is 1 meter. Working in real scale is optimal for faster simulations. When you export from a 3D platform like Maya or 3ds Max, you can get a good reference of scale if you are working in cms. So 1cm in the 3Dplatform = 1m in RealFlow.
By default, the port’s range is set to: 65454 – 65474. Make sure you have this port available and accessible for the network to work with the Job Manager.
It is a programming interface that allows users to create RealFlow plug-ins. Examples of plug-ins currently made with the RealFlow C++ SDK include: the Morph and CrowdFlow daemons, and also the CmdSendJob, which has to be loaded in order to use RealFlow’s Job Manager. There are also external developers currently selling RealFlow plug-ins, for example V-Motion, which offers the widely acclaimed Quantum Force plug-in.
The number of renders out there is increasing and increasing and it is very difficult to keep the RFRK for all of them. Nowadays there are file formats like Alembic and OpenVDB that are able to hold particles, geometry and fields. More and more renders are adopting those formats as an input of data. This means that RealFlow data, which can be exported using Alembic and OpenVDB can be fed directly into the render, making the use of the RFRK in this particular case something that can be avoided in the process.
We have also detected that only a small amount of clients are using RFRK currently, and that’s another reason we have considered for dropping the development. Eventually if the number of clients requesting the RFRK increases and this proves that we were wrong we might bring the RFRK back. We apologize if this decision is affecting you somehow and we hope you understand the reasons behind it.
As you know the RFRK consisted in a set of different tools that allow you to use simulation data directly into some renders.
I use the RFRK Particles. You can use the RFConnect plug-in to load particles into your 3D platform; your 3D platform will feed the render with those particles. Or you can feed your render directly exporting your particles to the Alembic file format.
I use the RFRK Mesher. You can use the RFConnect plug-in to load the meshes into your 3D platform: your 3D platform will feed the render with the mesh geometry. Or you can feed your render directly exporting your mesh to the Alembic file format.
I use the RFRK Cloud. Here you might be using it in two different ways. First, if you were using it to render volumetric data out of particles then you might have tools in your 3D platform to create this information out of particles (Houdini for instance is capable of doing it), we will also release a new tool in the next version of RealFlow where you can transform your particle simulation to volumetric data. Secondly, if you were using OpenVDB files to render volumetric data your render will accept those files directly.
I use RFRK Displacement. The displacement information from RealFlow is exported using the TIFF and the EXR image file formats. Any render supporting displacement and accepting those formats will be able to use them.
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