Real Flow Particles

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AquaGeneral
Licensed Customer
Posts: 23
Joined: Fri Mar 19, 2010 6:00 am

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.

GeForce GTX 980 + GeForce GTX 570 | Intel Core i7 2600K | 8GB of RAM
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

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
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
xxdanbrowne
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Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

This is completely awesome. Genius work!
AquaGeneral
Licensed Customer
Posts: 23
Joined: Fri Mar 19, 2010 6:00 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!
GeForce GTX 980 + GeForce GTX 570 | Intel Core i7 2600K | 8GB of RAM
OctaneWannabe
Licensed Customer
Posts: 18
Joined: Wed Sep 29, 2010 1:25 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?
Win7-64, dual 8-core Xeons, 128GB RAM, dual nVidia Titans
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face_off
Octane Plugin Developer
Posts: 15696
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

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
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p3taoctane
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Posts: 1418
Joined: Mon Jan 25, 2010 12:53 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.

Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
AquaGeneral
Licensed Customer
Posts: 23
Joined: Fri Mar 19, 2010 6:00 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.
GeForce GTX 980 + GeForce GTX 570 | Intel Core i7 2600K | 8GB of RAM
p3taoctane
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Joined: Mon Jan 25, 2010 12:53 am

Will let you know as soon as I get back on it

Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
OctaneWannabe
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Posts: 18
Joined: Wed Sep 29, 2010 1:25 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?
Win7-64, dual 8-core Xeons, 128GB RAM, dual nVidia Titans
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