RealFlow | Cinema 4D 2.0 Now Available

The wait is over – after listening to all of the feedback from their users Next Limit have released version 2 of their Cinema 4D plugin. Packed full of new features and improvements, version 2 gives you the best in fluid simulation, directly inside Cinema 4D.

What’s New?

Simulation

  • New granular, viscous, and viscoelastic materials.
  • New rigid and elastic deformer.
  • New “Particle Skinner” tool transfers position and velocity data from particles to objets to move and deform them.
  • Multi-physics solver (I). All materials are managed under the same solver framework.
  • Multi-physics solver (II). Different fluid and deformer types are able to interact, e.g. granular + liquids, viscoelastic + granular, elastic + liquid.
  • Speed and memory improvements (GPU 3-8x faster than CPU).
  • Improved robustness of GPU calculations.
  • Huge speed improvement in calculating the volume of interacting objects.
  • Interactions between multiple fluids.
  • Multiple scene objects within the same project.
  • New “Tensile Strength” parameter helps to shape and improve a fluid’s borders in conjunction with “Surface Tension”.
  • New “Vorticity Boost” parameter for vivid and turbulent fluids.
  • Use image maps for an object’s friction, stickiness, roughness, etc. to influence particles.

Daemons

  • New “Reset Age” and “Keep Source Particles” options for the “Filter” daemon.
  • New and versatile falloff functions for many force-based daemons.
  • New random parameters for improved and more realistic filtering.

Rendering

  • Better and more robust collaboration with external render engines.
  • Improved motion blur: motion blur is now possible in conjunction with particles and render instances.

Workflow

  • Meshes can now be built from already cached simulations with the “Cache Meshes” button.
  • New “RealFlow” preferences entry to specify a default cache folder.
  • Improved connection to Cinema 4D’s MoGraph, Hair, and Take.
  • New “Volume” und “Collider” tags.
  • Fluid masking allows to shape particle volumes through helper objects.
  • Improved and faster method for filling object volumes with particles.
  • Automatic or manual time step management.
  • New “Links” field for type-aware linking of fluids, deformer, emitters, daemons, and collision objects.
  • Random parameters for scatter effects like sand piles, river gravel, ground rocks, etc.
  • Multiple “Collider” tags per object.

Various

  • New plugin architecture
  • Cache file format is Alembic Ogawa for meshes and particles.
  • For rigid and elastic deformer we use a proprietary format, but only temporarily. We will be moving to Alembic for these types as soon as possible.

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