cmiVFX launches its latest full feature series training video titled "Living Creatures in Realflow." In this training video series, we will cover a hot topic in Realflow that has been mysteriously hard to reach through available training courses on internet. It is about how to use liquids and fluids with creatures. The number of scenarios that you can encounter for this are unlimited. We will cover everything from swimming creatures, body liquids (such as blood, slime, and tears), wounds, and even tearing effects for skin and flesh. Studying these effects will become much easier if we understand how fluids are being processed and simulated in Realflow and similar programs, because that will enable us to choose the perfect tools for each scenario. Recently, programs such as Naiad, Houdini, and Realflow implemented new fluid simulation techniques which depend on both traditional fluid simulation methods, SPH, and voxel-based fluids. This new fluid technique is called the FLIP solver. It focuses on the advantages of the previous techniques and improves upon them to produce faster, more stable liquids, a massive amount of particles, and fewer sub-steps to process. Realflow's copy of the FLIP solver is called Hybrido, and Hybrido made the use of fluids a very easy task compared to what was needed before and it is more powerful than it has ever been before. We will study the three solvers, focusing mainly on the two major ones in Realflow (SPH and Hybrido). We will determine the uses, advantages, and disadvantages of both, and we will test them in extreme scenarios through their interaction with creatures.
This is the first volume of a series of videos which will cover different scenarios involving liquid/creature interactions. This video will put you on the right track and it will allow you to understand what will come later when horses, birds, and creatures begin to interact with different liquids in Realflow.
We will explain the basic theory behind the three major fluid solvers and we will help you gain a solid understanding of the differences and the history of each solver so that you will know the most common ways that they have been used.
We will talk about the creature that was chosen for this course, the catfish, and how to prepare it in Maya or any similar 3D program so that it will work perfectly in Realflow. We will take a look at its rig, and we will see how to maximize its realistic movement before even bringing the creature into Realflow.
We will import our container from Maya, and we will fill it with enough particles to start studying the first case, which will be a jumping fish, the splash, the impact, and the interaction between the liquid and the fish.
If we need to emit particles from our creature during its interaction with the liquid, what should we do? And what are the tools which enable us to emit liquids from our creature? How do we control them and how do we mesh it all? This chapter provides answers to all of these questions.
Our swimming fish has to create a certain kind of turbulence in the surrounding water, and we want to maintain a certain curvature for splashes. Then we will mesh it right so that we get the best representation of our particles
Now let's try to do the same jumping fish scenario using the Hyprido solver, how easy we can get the same result? Is it faster? Can we have more control over the shape of splashes? What about the number of particles? Is there any restriction? We will answer all these questions and more during the simulation, also we will be introducing the Hybrido meshing tool, which gives us much more control than mesh legacy which we used to mesh SPH.
We will go through the same process of simulating our swimming fish using the Hybrido solver. We will see the differences between Hybrido and SPH and we will compare the speed and the amount of particles in our scene.
We will see that there are advantages to using one of the solvers over the other one in some areas, and this is where our story begins because creating liquid interaction with creatures and creature's fluids in general are a wide field in which we will discover more in the next parts of Living Creatures in Realflow series.
The project files contained in this course are available for artists to test and apply different scenarios and to test other cases of liquid/creature interaction. All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how you're feeling, cmiVFX will be there waiting for you!
Video-on-demand streaming is available through the website to subscribers. In addition, video files are available for download for those who directly purchase individual titles from their cart.
Hashem Alshaer is a 14 year veteran and CG/ VFX Supervisor and Technical director. He studied mathematics and physics in college, then graduated from an electronics engineering university. He started his career as a 3D character specialist, then as FX and Tracking TD. Following that, as a lead technical director migrating finally to CG/ VFX Supervisor. He is teaching visual effects tools at several universities, fine art departments, and virtual engineering field to augment his schedule. His collection of work spans over many films and tv commercials and is working at 3Quarter FZ LLC, as a VFX supervisor and consultant along with other activities in virtual engineering fields.