RealFlow gives you the possibility to either create your own plugins or purchase them from 3rd party companies or vendors – if available. Plugins are external modules to enhance the functional spectrum of a software. Simulation Tools > Scale options Daemon Plugins A local setting for each scene can be found under: Force scales can be accessed from the "Preferences" panel to adjust them globally. Also when your scene contains very large or very small objects you can compensate forces by simply altering force scales. By setting the force scales you can change the strength and influence of all daemons simultaneously without having to adjust each node individually. This workflow has a range of benefits, especially when you have to work with more daemons. Daemons and ScaleĪ really nice feature in RealFlow is the possibility to adjust daemon forces separately for particle fluids, grid fluids and objects – independent from the current geometry scale. Except from “Color Plane” it is not possible to export a daemon’s features or animation data: during rendering in a 3D application, daemons have no influence on imported objects, and therefore there is no need to export them. As with other RealFlow nodes, daemons can be activated or deactivated temporarily to examine the influence of a particular force or function. With simple drag and drop actions you can add new daemons to your project or control exclusive links. This flexibility gives you the freedom to establish any global or exclusive connection between daemons and affected objects. The number of daemons within a scene is not limited and you can introduce as many as necessary, combine them with "k" daemons and make them exclusive to selected nodes.
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This type provides predefined functions which can be extended with Python code to write your very own source of forces C++ is another possibility to create custom daemons and load them as plugins into RealFlow.įluids, driven by forces. RealFlow currently offers a total of 30 daemons for every imaginable purpose and even if you are working on a project, where all the existing daemons are not enough, you can still use scripted daemons. This daemon is capable of showing the local physical fields (velocity, pressure, density etc.) of a fluid on a rectangular plane. “Color plane” provides access to a powerful visualization tool within RealFlow. “Texture gizmo” is used to map a texture on top of a fluid surface reading the UVW coordinates of each particle. The two available daemons are called “Texture gizmo” and “Color plane”. The third and final group neither introduces forces nor deletes particles. With this kind of daemon you can determine certain conditions for where or when particles are deleted and removed from the scene. As you can see from the list of daemons (available under Edit > Add > Daemons) there is also a group of nodes with a “k” prefix. Introducing external forces may be the most important feature of daemons, though there are more types to explore. So, many daemons are used to introduce forces, but what is the nature of a force? Briefly put, a force can accelerate other objects. The objects can create waves on a RealWave mesh as a consequence of the appearing hit forces, but waves cannot be influenced by daemons. Even RealWave meshes can be affected by forces, for example by impacting objects or particles. The question is where do external forces come from? External forces can either be originated in daemons or the kinetic energy of particles, or other bodies. Rigid bodies do not show any behaviour at all, as long as there is no force acting on them. The motion that can be observed with fluids is the result of an emitter’s parameters and properties, such as speed, internal and external pressure or viscosity. These forces determine the look of the fluid without any external influence. Without daemons, all fluids are only affected by internal forces between the particles.