Also set „Enable if break“ and „Break if max force reached“ to „Yes“. Again set „Force max mode“ to „Constant Limit“, „Max force“ to 140000 and „Max force random“ to 40000. Add one more multijoint and add the three columns to „Objects A“ and the cap to „Objects B“. To achive better results we have to add some more multijoints to connect those objects. The cap isn`t connected with the columns and also the columns don`t interact correctly with the ground plane. When we have a closer look at the simulation above, we still have some problems to solve. To give the sphere some initial motion set „Velocity“ to 20.0 in x-axis and 5.0 in z-axis. Also change dynamics to „Active rigid body“, „mass“ to 1000 and „object friction“ to 0.6. Create a sphere, locate it beside the columns and change the scale to 0.3 for xyz. Now its time to add a sphere, which we will shoot into the columns to break them into pieces. This means that the connection between the individual fragments will break, when a force of 140000 is reached. In Collisions-rollout change „Enable if break“ and „Break if max force reached“ to „yes“. Change force“ to 140000 and force random“ to 40000. Select all Multijoints, go to force-rollout and change „Force max mode“ to „Constant limit“. We want the fragments to break when a certain condition is reached, so we have to set up a few more things. The fragments would stick perfectly together, if we simulated the scene now. Create 3 more multijoints and change „Objects A“ and „Objects B“ to „column_2_fractured01“, „column_3_fractured01“ and „cap_fractured01“. In creation-rollout change „Objects A“ and „Objects B“ to „column_1_fractured01“ and hit the „Create/Recreate“-button. Go to objects rollout and create a multijoint. If we now would simulate the scene, we would get something similar to that: (click „8“ and „9“ to change between wireframe and shaded view)īecause we want the fragments „stick“ together until the columns get hitten by an object (in our case a simple sphere), we have to make use of „multijoints“. In the rigid body rollout change friction of all objects to 0.6 and elasticity to 0.1. For the ground-plane choose passive rigid body, that fragments can collide with the ground. Select the group of fragmented objects and change dynamics to active rigid bodies. Just select the objects you want to arrange, right-click and choose „group“. Also we grouped the objects for better overview. We prefer deactivating them to use them as reference or fracture them again, if we want to. We don`t need the initial objects for simulation and have to either delete them or make them inactive and hidden. Do the same procedure for the columns, but this time change the number of pieces to 50 and type differert random values for „seed“ to give the fractures more randomness between the columns. Set the „Rough number of pieces“ to 100 and click „ok“. First select the cap, go to „Tools“ and select „Fracture“. Next we will fracture the models into smaller pieces.
#Realflow tutorial 2014 download#
Download models:Ĭreate a ground plane and scale it up to 4.0. We splitted the model into 3 columns and a cap to give the simulation slightly more realism and to have more flexibility when using the multijoints. You can download the models we used from our homepage ( or create one on your own. Let`s get started: First we have to import the 3d model of the columns.
The tutorial will show you the usage of the fracture-tool in conjunction with rigid bodies and multijoints. Industry-standard, out-of-the-box fluid simulation software.Here you can find a tutorial about multijoints in Realflow.
#Realflow tutorial 2014 free#
RealFlow is a fully-featured standalone package available for Windows OSX and Linux and compatible with all major 3D platforms via free connectivity plugins. From a small droplet to a tsunami RealFlow can achieve stunning results. RealFlow is a recognized standard for the simulation of fluids and body dynamics in films and television. Next Limit – RealFlow v2014 build 0147 with Connectivity Plugins