RealFlow | 3ds Max lets you leverage your RFConnect knowledge without needing it anymore. It doesn’t stop there, you can turn objects straightaway into obstacles and emitters, render complex meshes or create particles from shapes.
RealFlow | 3ds Max interacts with 3ds Max® builtin object types through the new RFCollider (WSM). You can use objects as obstacles and containers, let animated bodies collide with fluids to create impressive splashes, and control the interaction through a wide range of physical properties such as friction, stickiness or bounciness.
Forces are a key element in RealFlow | 3ds Max and they are introduced through a wide variety of daemons. Many daemons can be controlled and limited with completely customizable falloffs to shape their behaviour and scope. Typical examples are gravity, attraction or wind.
Creativity and control. Impressive crown splashes, entwined spline emitters, swirling splashes, and thin sheets of fluids moving in slow-motion. All this – and many more – is right at your finger tips with RealFlow | 3ds Max.
Initial states can be created from arbitrary simulation frames and used as a starting point for a new simulation pass. This feature does certainly not sound very spectacular, but initial states are definitely on of the biggest time savers in RealFlow | 3ds Max.
This smart tool transfers position and velocity information from rigid and elastic material particles to objects to make them behave like rigid or elastic bodies. But you can also use liquid, viscous, viscoelastic or granular particles to deform and move objects – and to explore new creative worlds with abstract shapes.
Objects and textures work both ways in RealFlow | 3ds Max. You can use the object texture to emit particles, customize properties like its friction or generate new textures where particles leave wet marks on an object’s surface.