RealFlow | Cinema 4D 2.0: The Wait is Over!

Good things come to those who wait.”

If you’re a RealFlow | Cinema 4D 1.0 customer, then you definitely know that this is a saying that applies. It’s been a long time since the release of our Cinema 4D fluid dynamics plugin, but now the wait is finally over. In the meantime we’ve gathered a lot of feedback from direct communication, forum entries, presentations, etc. We would like to thank you for your comments and suggestions, because they helped us a lot in improving the plugin. We also decided to run an open Beta testing this time to see how RealFlow | Cinema 4D performs on different systems outside our closed “ecosystem” here at Next Limit Technologies.

But now let’s take a look at what’s really interesting about this release!

What’s New?

RealFlow | Cinema 4D 2.0 comes fully loaded with lots of new features and improvements. For a complete list please take a look at the “New Features” compilation in the manual. Here we will cover the major changes. 

The most important novelty is the Dyverso multi-physics solver with three completely new materials (granular, viscous, viscoelastic) and two deformers for rigid and elastic body. And all these different materials are able to interact with each other.

Granular

Let it snow, create river gravel, heap up sand piles, scatter stones across a landscape, play with wet sand or let monsters emerge from a dry desert. All this is possible with the “Granular” solver. And with the help of three new parameters it’s just a matter of a few clicks to create and randomize instances of rocks, stones, or grains of sand.

Viscous and Viscoelastic

With these two material types it’s possible to cover your French fries with ketchup, pour chocolate over candy bars, simulate toothpaste, or dip vegetables into salad dressing.

Viscous and viscoelastic fluids are perfectly suited for TVCs, but also for creative applications, and VFX where you need gooey substances.

Rigid and Elastic

Both materials are deformer, not fluids. Particles are used to represent and steer objects and make them behave like rigid, rubber- and jelly-like bodies or even cloth.

An easy-to-use tool (“Particle Skinner”) gives you full control of how the particle data is being transferred to the objects and how they are moved and deformed. Rigid and elastic materials are also able to react on fluids and granular particles.

Interactions

In RealFlow | Cinema 4D, fluids are now able to react with each other. This way it’s possible to simulate complex and physically-correct interactions between foam and fluid, oil and water, or even rigid/elastic bodies and fluids. A straight-forward linking system gives you full control over these interactions and it is possible to mix fluids, let selected daemons act on them, and specify which objects will contribute.

GPU Support

All fluid and material types can be simulated via the GPU. The typical speed boost is around 3-4x compared to the CPU. With high-end boards, this gain can even be up to 8x. We have also fixed a wide range of bugs to make GPU-based simulate more robust. The entire simulation and meshing process of the project below took only about 1 hour on a GeForce GTX 1080 with a peak amount of roughly 900,000 SPH particles:

Improved PBD Fluids

“PBD” stands for “Position-Based Dynamics” and it’s the core technology behind RealFlow | Cinema 4D’s Dyverso Multi-physics solver. PBD fluids are incredibly fast, but sometimes lack a natural look. Three new parameters (“External Pressure Scale”, “Tensile Strength”, “Vorticity Boost”) help you to get results very close to the highly accurate, but slower “SPH” (“Smoothed-particle hydrodynamics”) method:

Better Integration

RealFlow | Cinema 4D is now even tighter integrated and there are connections to MoGraph, Hair, Takes, Thinking Particles and PyroCluster. The “Character” module’s “Point Cache” tag lets you bake PLA animation from the plugin’s “Rigid” and “Elastic” deformer, for example. And, of course, we support a wide range of render engines.

Fluid Masking

This new feature lets you cut out parts of the fluid before the simulation starts. Something that was possible before, but only with a certain effort. You can literally model your particle volume, but without having to adjust or revisit the surrounding container object’s geometry.

Filter Daemon Goodies

Have you ever been forced to separate particles from different emitters linked to a common fluid in a post-process? If the answer is yes, you most probably failed and had to re-simulate. With a new feature, called “Filter by Emitter Id” you just have to apply a “Filter” daemon and split your emitters. And even better: you can split emitters at simulation time, apply different materials, and combine everything with the new random functions to do the really cool things.

Is that Everything?

Still want more? OK, no problem! With RealFlow | Cinema 4D you also get:

  • sophisticated force-falloffs for many daemons based on Cinema 4D’s built-in functions
  • better particle-object interactions
  • improved PBD fluids and new parameters like “Tensile Strength” or “Vorticity Boost”
  • a completely Alembic-based (Alembic Ogawa) workflow
  • improved motion blur
  • meshing from cached fluids
  • support for multiple scene trees within the same project
  • new random options for the “Filter” daemon
  • faster and more intuitive options for filling objects
  • revamped “Collider” and “Volume” tags
  • more fun and room for creativity!

Cool! And How Do I Get RealFlow | Cinema 4D 2.0?

That’s easy! Just visit our online store or contact your local reseller. If you are a V1 user, you can find a special upgrade offer in your Customer Portal. Any questions, get in touch with the Support Team via the Portal, and they will help asap.

We hope you enjoy this new version, happy flow!