FXphd RFL202 – RealFlow 5 Project Workshop
English | 1152 x 720 | 4 hours | MOV | 2.88 GB
RealFlow 5 has become a commonly-used fx tool for film and commercial production, dominantly for creating fluids like water, blood and molten chocolate, but ncreasingly for complex rigid and soft body dynamics. Out-of-the-box, it can create beautiful, organic animations driven by physics, and with some practice and nowledge, artists can achieve astounding, high-end, art-directed visuals at the cutting edge of visual effects.
The recently released version 5 has really pushed the package deep into the high-end, with dramatic simulation speed-ups, very noticeably improved stability, many new Python commands, lots of new functionality (e.g., object parameters like friction and stickiness can now be controlled with painted texture maps rather than a single value), vastly improved Realwave for open water surface simulations, a completely overhauled rigid and soft body solver that is now truly remarkable in and of itself, a whole new grid-based fluid solver for medium to large scale simulations, an improved meshing algorithm plus a whole new meshing algorithm, and if all that wasn't enough they've also added a C++ SDK so you can write your own, multithreaded and optimized plugins. Wow that was a really long sentence.
There's no way this package can be fully explored in 10 classes, so we're going to grab ahold of the core and most production-focused parts. We're going to learn not just how to use them, but how to use them appropriately -- covering the do's and don'ts, the common beginner errors, and the knowledge that you need. By the end, you won't be just hitting buttons in some prescribed order, but understanding why things are done, how to set up simulation scenes and what the parameters actually mean. We'll do this thru a set of 10 classes, most of which are mini-projects or the simulation component of projects. We won't cover the ultra-basics, instead assuming you are at least a little familiar with RealFlow but need to kick up your skills to a next, definitely higher level.
Co-founder & VFX supervisor at Fusion CI Studios, Mark Stasiuk is a world renowned RealFlow expert. With a PhD in fluid dynamics, Mark has a unique advantage in the world of cg fluid effects. This and his custom Python scripting work with RealFlow has elevated his studio’s work to among the best in the world, creating dynamic effects for films like The Surrogates, GI Joe, The Curious Case of Benjamin Button and National Treasure: Book of Secrets and cutting-edge fluid effects for clients like Frey Chocolate, Sea World, Rosemount Wine, Propel, Smirnoff and Toyota. Fusion’s work can be seen at www.youtube.com/fusioncis; www.vimeo.com/fusioncis and www.fusioncis.com where the r&d section displays groundbreaking accomplishments using RealFlow.
Class 1: Oveview. Like all mature CG packages, RealFlow is a maze of details, features and parameters. This class functions as a quick overview to highlight those aspects that are crucially important to most project work, to help you sort thru what's important, and what you can not worry about (for the most part). In the class we'll go over the elements of the UI that you need to know; menu items that are important but often overlooked by even experienced fx artists; the core functionalities so you know what's RealFlow can do; and the basic workflow that you'll use over and over again in your work.
Class 2: Particle Fluids, Part 1 - Art-directed pour into a glass - If you start using RF for production, you will be surprised how often you find yourself doing a pour of fluid into a glass. Weirdly, each time you do it, the project needs will be sufficiently different that you'll find it challenging, making it worth a class. Also, it makes a great intro to dealing with particle emitters, daemons, object interaction and the standard workflow. Here we'll pour fluid from a bottle into a glass according to specific shot needs, and make the fluid behave in a naturalistic, yet art-directed way. The art-direction is always the source of the challenge.
Class 3: Particle Fluids, Part 1 - Forming a word out of rain hitting a windshield - In this class we'll continue to explore particle-based fluids and their interaction with objects, this time creating a rain storm hitting a car, and using the fluid to form a logo on the windshield.
Class 4: Meshing and options for visualizing your sim results - After you've created your simulations, you have to render them. There's now quite a wide variety of ways to do that, but typically this involves generating meshes around your particles first. We'll cover the ways of meshing in RealFlow. Also, we'll discuss alternative methods of meshing and also particle rendering, to give you a broader feeling for how to turn your results into images.
Class 5: Getting to know grid fluids - Flood-forming a logo - RealFlow 5 includes a brand new fluid solver called a grid fluid, and in this class we'll start working with it. It's designed for doing larger-scale simulations, so we'll start by forming a logo with a giant flood.
Class 6: Grid fluids 2 - Beach scene - Part 1 of 2 - In this class, we'll extend our knowledge of the grid fluid solver by creating an oceanside simulation of waves washing up on a beach.
Class 7: Grid fluids 2 - Beach scene - Part 1 of 2
Class 8: Realwaves intro - making a basic ocean surface Construct a choppy, open ocean surface using the new rwc workflow, including a floating raft that is getting soaked by a following raincloud. Use a script to make the cloud follow the raft motion. Finally, make the ocean surface tile so you can create as large an ocean surface as you want.
Class 9: Rigid bodies and basic use of Python, Part 2 - Firehosing a moving target near a swimming pool - Set up a rigid body sim of a swimming pool scene and a moving target. Use the previous targeting script to shoot a fluid jet at a pinata swinging on the end of a chain over a pool. When hit, have it break apart. Have the rigid bodies and the fluid interact with the pool.
Class 10: Extending Python - Building a custom force field to make a lava lamp - Create a scripted force field that makes fluid oscillate up and down in a container, making a lava lamp.
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