RealFlow 5 Glass Simulation

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osifaind
Posts: 1
Joined: Tue Apr 27, 2010 11:02 am

RealFlow 5 Glass Simulation

Postby osifaind » Thu Feb 03, 2011 10:20 pm

Glass breaking RnD Test

Link : http://www.youtube.com/watch?v=ShXr3ciUNXU

Software's Used : Real Flow 5, Cinema 4D R11.5, Vray, Nuke
Project Duration : 2 Months
Stimulation Time : 127 Hours
Rendering Time : 318 Hours(Including All Passes)

comments are welcome.


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ChristianZ
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Joined: Sat Sep 09, 2006 11:37 am
Location: CH
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RealFlow 5 Glass Simulation

Postby ChristianZ » Sat Feb 05, 2011 4:13 pm

Nice example for cinema4D's Modynamics. Now many dynamics effects are possible with the new version of C4D that just need to be discovered ...after the long time with the unusable old dynamics module.
RF10 standard + RFC4D

alienpioneer
Posts: 10
Joined: Thu Dec 09, 2010 4:17 pm

RealFlow 5 Glass Simulation

Postby alienpioneer » Sun Feb 06, 2011 6:23 pm

Hi ! I am doing the same effect now! But i've noticed some of the problems i had.

A) If you look at the slow motion videos from youtube, especially from timewarp, you will see that the impact between the bullet and the glass is very violent.And it should be like so, since the bullet's speed exceeds sound speed.So the water initially is pulverized.

B) Your bullet trajectory is distorted, and the bullet is passing like a concrete wall.It even spins back.


The solution: to simulate a high energy impact, you cannot give the speed of sound to the bullet.Kinetic energy is mv^2/2, and impulse is mv, where m is the mass, and v is the speed.Since high speed inside rf is pointless, you have to increase the mass of the bullet to compensate for the impulse and energy.Give it a high value.

Now, to make the bullet to not rotate back, is pretty evident. Real bullets spins to keep the trajectory.So put a high rotation on the bullet - from rb attributes.

The only problem that i have, is that the rf5 DO NOT CACHE RB. I've tried so many things, that i am really feeling to punch a nextlimit guy.


PS: 127 simulation hours is extreme. Look at your scene's scale, calculate the rb with the solver on low.

chrispan
Posts: 118
Joined: Fri Jan 28, 2011 2:23 pm

RealFlow 5 Glass Simulation

Postby chrispan » Mon Feb 07, 2011 12:51 am

I'm doing the same as well using C4D.
And discovered also the mass as an important factor for the bullet.
But what are you meaning with the import of the RB into Realflow?

And simulation time is really long, but you don't know his machine.

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nuwan_rr
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Location: Colombo- Sri lanka

RealFlow 5 Glass Simulation

Postby nuwan_rr » Mon Feb 07, 2011 6:58 am

wat is ur mechine?
y did it take that long for the simulation ?
was ur scene scale correct ?

anyway i like it a lot except some unnecessary movements of the glass
speco


http://www.vimeo.com/nuwan

alienpioneer
Posts: 10
Joined: Thu Dec 09, 2010 4:17 pm

RealFlow 5 Glass Simulation

Postby alienpioneer » Mon Feb 07, 2011 9:29 am

I was talking about rotation W, from rigid bodies attribute IN RF.There is also rotation on object attributes.The bullet needs to spin around it's travel axis, so a rotation W around the movement axis.Will stabilize the bullet, and will punch through the glass as it should.

I like very much the renders, no doubt about it. And overal is looking good.I would put some dummy particles in the 3D app, and instance a geometry small drop to make the initial water look pulverized.And the bullet after impact is rotating back, like it punched through a concrete wall.Just put a rotation W like i describe it , and it should be ok.

Hope it's clear now.

PS: Very nice render !

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Mikkelm2
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Joined: Tue Feb 26, 2013 9:19 am

Re: RealFlow 5 Glass Simulation

Postby Mikkelm2 » Tue Feb 26, 2013 10:39 am

Did you use a fill object or did you use a circle emitter etc.?


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