Real Flow Particles

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Real Flow Particles

Postby AquaGeneral » Sun Sep 01, 2013 1:15 pm

AquaGeneral Sun Sep 01, 2013 1:15 pm
I made a short test animation using particles simulated in Real Flow, exported to Octane Render for instancing using a little program I made.

The particles are instances, which is the only reason I think why it's possible to have more than a million spheres without my GTX 570 running out of memory.

For a little technical info, my program reads ASCII files created by Real Flow, grabs the positions of all the particles, writes them to a text file for Octane Render to read with a Scatter node, and loads Octane Render with commands to render each frame.

If anyone is interested I could potentially release the application, it would take a lot of time to make user friendly however.

I plan on creating something far better with the same particle rendering. I regret that the scene is a little boring, and the particles don't seem to be even close to touch geometry.

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Re: Real Flow Particles

Postby p3taoctane » Sun Sep 01, 2013 1:21 pm

p3taoctane Sun Sep 01, 2013 1:21 pm
nicely done
Would you mind sharing the ascii file for that particular scene.
I have some titans and would like to see what I can push them to with particles.
I'm assuming I can put any geometry into the scatter node like a bunch of cars etc flowing down your channel.

Very interesting

Peter
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Re: Real Flow Particles

Postby xxdanbrowne » Sun Sep 01, 2013 6:28 pm

xxdanbrowne Sun Sep 01, 2013 6:28 pm
This is completely awesome. Genius work!
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Re: Real Flow Particles

Postby AquaGeneral » Mon Sep 02, 2013 1:40 am

AquaGeneral Mon Sep 02, 2013 1:40 am
Thanks everyone!

@p3taoctane - I will upload the entire scene for you, but for now at least only one of the frames. Download: https://dl.dropboxusercontent.com/u/900 ... r-f110.zip

I am barely able to render the scene with a few tabs opened in Chrome, plus a few other applications like Skype opened! It's crazy to imagine how it would be having 6 GB of video memory compared to the 1.2 GB I have right now!
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Re: Real Flow Particles

Postby OctaneWannabe » Mon Sep 02, 2013 1:48 am

OctaneWannabe Mon Sep 02, 2013 1:48 am
Nice work!

Here's another Octane/Realflow user (not me) posting his early results:

http://forums.newtek.com/showthread.php ... ost1326073

I've got RF2013 and really need to get in motion with it (just beginning with both RF and Octane). We should try to organize the RealFlow/Octane users and pool what we learn, come up with some sample scenes and tutorials?
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Re: Real Flow Particles

Postby face_off » Mon Sep 02, 2013 3:26 am

face_off Mon Sep 02, 2013 3:26 am
This looks great. I wonder if you edit the material for the particle and use the "falloff map" node on the opacity pin you can render the sides of the particle invisible and it might then all look more like one liquid body?

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Re: Real Flow Particles

Postby p3taoctane » Mon Sep 02, 2013 3:30 am

p3taoctane Mon Sep 02, 2013 3:30 am
Thanks mate
I'll load it up and give you some render specs on Tuesday morn.
Away from my Titan beast until then
Appreciate you sharing.

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Re: Real Flow Particles

Postby AquaGeneral » Mon Sep 02, 2013 3:37 am

AquaGeneral Mon Sep 02, 2013 3:37 am
OctaneWannabe wrote:Nice work!

Here's another Octane/Realflow user (not me) posting his early results:

http://forums.newtek.com/showthread.php ... ost1326073

I've got RF2013 and really need to get in motion with it (just beginning with both RF and Octane). We should try to organize the RealFlow/Octane users and pool what we learn, come up with some sample scenes and tutorials?


That is a good idea. There isn't much to learn between getting RF into Octane however, if you are using a normal mesh. I'd be interested to know what people are stuck on.

face_off wrote:This looks great. I wonder if you edit the material for the particle and use the "falloff map" node on the opacity pin you can render the sides of the particle invisible and it might then all look more like one liquid body?

Paul


That would definetely help, but in this situation I am deliberately rendering the water as particles. RealFlow can generate meshes fairly well, which can then be exported like any other mesh into Octane Render.

p3taoctane wrote:Thanks mate
I'll load it up and give you some render specs on Tuesday morn.
Away from my Titan beast until then
Appreciate you sharing.

Peter


Thanks! Wonder how much faster it is with them two beasts - I get roughly ~3.8 Ms/sec.
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Re: Real Flow Particles

Postby p3taoctane » Mon Sep 02, 2013 3:58 am

p3taoctane Mon Sep 02, 2013 3:58 am
Will let you know as soon as I get back on it

Peter
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Re: Real Flow Particles

Postby OctaneWannabe » Mon Sep 02, 2013 5:55 am

OctaneWannabe Mon Sep 02, 2013 5:55 am
AquaGeneral wrote:
That is a good idea. There isn't much to learn between getting RF into Octane however, if you are using a normal mesh. I'd be interested to know what people are stuck on.


As I mentioned, I'm a bit new to using RF 2013, but ... by a 'normal mesh' do you mean using the RFRK? I understand it's based on the newer algorithms as opposed to the 'legacy' meshes.

But, yes - should be straight forward to get a mesh into Octane after doing it once (last RF I used was V4, so ... things have changed a bit), my real concern would be setting up the shaders in Octane, to get realistic water, chocolate, milk, etc.

We might set up some basic settings for commonly used fluids?

And ways to light the mesh to get 'spectacular' looking liquids?
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