This tutorial i used vray , zbrush and maya
my tutorial on making a riverbed with z-brush and maya!
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This tutorial i used vray , zbrush and maya
my tutorial on making a riverbed with z-brush and maya!
Shared with Dropbox
Shared with Dropbox
Final render
i have made a render of what it’s going to look like when the is fully rendered as a animation, i had some problems with a with the textures, this didn’t allow me save it, and unfortunately it crashed, so what i had to do is re-textures the model again with better textures what i prefer better, also i have added a dynamic flag, which will be reacting to the wind, i rendered all these screen shots in v-ray, and you can tell by the render quality, which is sharp and clean, but the issue with v-ray it takes a while to render a whole animation because of the high demand of power.
Thinking particals
Within the Krakatoa plugin you able to enable thinkinf particals, whihc means each particles has data,to have a function to the simulation such as form splash or settled fludids. as you can see on the top you i have set up a simple graidient, the graident will funcation with the action of the fluids. how i have set this up is with a setting in Krakatoa called magma,this helps you to make expression to help you to sort out the mapping of the fluides in maya.
i found that there was other options than using Krakatoa, i could of used real flow render kit which did the same function, but this render kit takes a different file type .bin.
Importing back in to maya
with realflow you would need to important paritcals in to maya, how i did this is by importing the files in to Krakatoa a 3rd party plugin for maya. to begin with you would need to simulate a file in real flow to a Krakatoa file .ptr, this file is compatible with the plug in your in importing into maya with. step two when you are done simulating, you’ll have to go into maya open the third party plug in Krakatoa, when you have done so there should be a tab whihch says “Prt loader” in that tab there is a button which says “load Ptr file, this should open a window which allow you to search for your ptr file. the Ptr file should be saved with your project with realflow, the ptr files should be in a sub folder called particals if you click on the first file, it should load the rest of he frames which where simulated.
I have modeled my cliff and put together my lighthouse and i have exported both of this objects to realflow. there was a fault with me exporting, i didn’t rename the objects or group them in maya, so it was difficult for me to organise which was what witin realflow. for me to cut down render time the first thing is what did is i put down a k volume, this means any partical which goes out of the k volume stops simulating, which will cause less stress on my system to simulate.
also what helps, is setting down gravity, when you put the strength up this cause less room to splash to high, i set the strength high enough that it looks authentic, but not to high so it doesn’t make a splash.
This is the light house i modeled, i had some problems modeling the windows by making the windows from the bolean tool, this caused it to be a problem to texture, so i had to use the edge loop tool to fix the down widows so the the textures doesn’t looked displaced and making look realistic. i render this model with v-ray which gives a nice Finish to the un textured model and your able to see the the detail with the model. The flag on top will be moving with a ncloth dynamic which it will be moving in the in the wind.
https://www.dropbox.com/s/haqoraktgup58cf/Proposal%20for%20FMP.docx?dl=0
https://www.dropbox.com/s/haqoraktgup58cf/Proposal%20for%20FMP.docx?dl=0
In this exclusive RealFlow tutorial, we learn techniques for creating fluids from Next Limit's RealFlow Product Specialist Luis Miguel.
With this tutorial this, is what i am looking to use, the hybrido system. This allows me to make splash and foam with in realflow and with object which have been import into realflow. This tutorial is very deatialed allow me to make my simulations on realflow looking reastic and smooth, with a couple of steps, i have learned how to make basic simulations on realflow, but this tutorial help me to fininess my simlation, such as making the fluides look smoother rather than rough.
but one more poor thing about this tutorial it doesnt take into account how good your machine is so this will problematic to make the standard the tutorial, i found doing some of these steps it caused the application freezing or my machine bluescreening, so i had to make some adjustment to fit my machines specs and allowing me to still be able to make high quality standard of work without stressing the machine to high.
Meshing
in real flow with the particles you can mesh the particles you can mesh particles so that the particles look like real water rather than small and grainy, which is the look i am not going for, you will especially notice it when the particles moves away from the rest of the particals. This is how meshing helps because it groups particles together so the particles look like a realistic fluid.
you can use reflow use the particles as thinking particles, what does this means is that each particles has it’s own data, meaning that, one parical could be a foam, a settling particles which means it;s in-between foam and settled water and the final thinking particles is settled water. This data is saved and it i can be exported and imported by the maya plug in krakatoa, with this plugin it has all the data exported and read, which allows me to manimpiltate the colours, to make the simulation looking real.
i have made a test simulation with mesh and thinking particles, this shows the foam and and settled fluide to give it that water fall feel to the animation .
exporting objects in RealFlow
exporting out of maya is simple, what you have to do is
you will have to download a plugin for maya which allow you to export your object/model and animation to an SD file. This plugin a free plugin, you can download it off the nextlimted RealFlow. with this render kit also you can update the SD file so that means you can update an animation you have done and realflow will update it. This plugin also exports the geometry so this will not cause a problem of importing the simulation back into maya and have to reposition the simulation.
There are other options of realflow in which allows you to import more than one object within realflow.
workflow
3DS max, maya Realflow
what i have done here is, i have made a basic wall and pillars in in 3ds max and i have fractured the wall with rayfire. rayfire is a simulatior which allows you to brake down object into smaller pieces so you able to make destruction scenes, eaither you can choose to make the object brake down by a collider immediately or at a certain keyframe. This gives me personalisation for my scene. you can can hide the collider so it doesn’t look like the collider made an impact with the reacting object. This is the technique i have used for the scene.
The process i have done is exporting out of 3ds max as an FBX file, this keeps all the animations and keyframes as made. this file was imported in to maya, so i could pre render one of the frames to see how it will look i the rendering software vray. when i was done finished viewing the pre render i exported the animation and the geometry into realflow, This was done with realflow render kit plugin in maya. There’re other methodes of adding objects modeles into realflow by exporting them out of maya as a OBJ file, realflow will allow this file type to be imported into the application.
when it was imported into realflow, i started to add emitters so when the wall breaks down the particles will go through the wall, i used a gravity deamon which allow the particles to flow which way that deamon was facing and you can apply different gravity forces and i chose a reasonable amount of gravity for this sceen to allow it have a realistic flow with the particles.
There was a problem with the simulation which could of been prevented with the simulations there particles reacted to the rayifire sim which made the realflow particles to spread all over the scene and it didn’t stop simulating, this made it longer for the realflow simulation to simulate and it made it look messy and unprofessional. i could of avioded this situation by apply a a Kvolume deamon on the scene so when the particles go past the volume that particles will stop simulating.
i had to discard this test with the particles because of the issues with the simulation, but there is a final test render i did which is above.
RealFlow
Within realflow, it is all worked by connectivity, how they all connect is by “nodes” with these nodes, it allows you to connect objects, meshes. damones and emitters, in realflow 2014 you have a a central nodes which called a hub which allows the objects and effects to work/seen with in the scene. there are sub-nodes which you can set to do other effects, for example There is a hy nodes which causes an effect for splashing and foam to be exported, for this node to work you would need to place a hy domain node and hy emitter with this you would need to connect these nodes to the sub-node for all of them to the central hy node” this is all under the central hub so it will all be shown on the scene.
as you can see in the second pictures, you can see the connectivity between the hy emitter to the cube this has more setting than a normal cube, this cube has another tab which is “liquid hydrido interactions” This has other options to control the emitter the hy emitters.
Rendering with v-ray
i had some problems rendering with v-ray, when rendered my scene it only rendered the matte alpha layer channel. what has happen is that maya camera doesn’t know recognise that i am rendering in v-ray so what i had to do was to put into a v-ray camera on.
connect vray to camera.
making a v-ray camera is easy, you have to make sure you have made a new camera, when you have made the new camera you have to go the tab on the left what has poped up, this tab should have a list on the top going horizontally saying “list selected focus Attributes shows help” you would need the tab labelled “attributes” this should open up another sub-section brought to you, with in the list there should be at the very bottom there should another tab called v-ray, go across to the v-ray tab and it should open up another tab, the first thing what you should have in that tab is Physical camera, you need to click on that tab and check off the box. what you have done is open up other setting which will bring up more v-ray options to allow you to make v-ray to be recognised in the render. for this part of this process you would need to scroll down the attribute editor until you have reach the bottom, when you have done so you should meet a tab called extra v-ray attributes, you would need to open up this tab, on the first option you see when you open up this tab there is a check box what says “ Treat as Vray camera” you click on that and that enables maya to recognise the third party plugin and render with lights and shaders.
extra
to get a highest quality render you would need to activate global illumination, this allow you to get more depth to your object/model, to activate this you would need to go to your render settings click on your vray tab at the top , when you have done that you should have new tabs, you have to go three tabs across and click on Gi. a the very first check box on the tab there is a tab called on and you click on this and it should be enabled.
i had a alot of problems with rendering with vray and this is best way to get over the rendering issues of the matte alpah channel look when i stock render.