Gravity is a 2013 British-American science fiction film co-written, co-edited, produced and directed by Alfonso Cuarón.Refer to the following diagram for more description. Leave Space and Time scale at the default 1.0. Make sure to set this Noise Field to affect Force. Noise Field is really critical to break the shape of the blood in world space and I usually animate it to last 10-15 frames after the blood emitted before the noise fade out to 0.Also remember to up the strength value (I used 50) so the blood will have nice wavy “blood-looking” tendrils. I use 10 as RealFlow will attempt to create approximately 10 tendrils but it can either go higher or lower depending on the simulation.
Make sure to enable Create Tendrils and set the appropriate number for the count value.
The min cavity size is very sensitive so you want to adjust in increment of 0.1. Sheeter is needed to create the tendrils after the blood emitted.The default value is 0.1 but I find it to be slow down the emitter too much so I used 0.01. Keyframe it appropriately for high-speed shot. Drag Force add drag to the blood so it doesn’t travel with zero resistance.Quick description of the listed Daemons above:.Before we start the actual simulation, let’s refer to the following diagram for the list of Daemons that I used:.I usually use a value of 0.1 for Ring Ratio. Higher V/H random means more violent burst. Position the emitter to where the blood need to emit from (e.g.: sliced wound from katana, gunshot impact, etc).The blue label shows the required changes from the default emitter value. Use the following settings as shown in the diagram.I use the Circle emitter for my blood sim in Gantz: O. Create a standard SPH particles emitter.Getting startedįor the production of Gantz: O, every shots have their own unique blood sim which means I can’t reuse the same sim for other shots (heh) and if possible, make sure to have your own characters/creatures animation exported to RealFlow.ĭownload the project files here (RealFlow 2014). This ensures the blood that you see in RealFlow is exactly the same in Maya once you imported the blood mesh. To keep things simple, we don’t need to worry about scene scale conversion as majority of the shots are done with the default scale for the respective software.Įxport Characters and Background (Maya with cm unit) -> Blood Simulation (RealFlow with m unit) -> Importing generated Blood Mesh from RealFlow into Maya This means we need to export the necessary data from Maya to RealFlow and vice versa.
REALFLOW TUTORIAL 2014 SOFTWARE
Maya is the primary software used in production and the scene scale was set to Centimeter (cm) and RealFlow uses Meter (m) as the default scene scale. Make sure that you know the scale of your scene setup as RealFlow internal scale system differs from 3ds Max and Maya. If time permits, I’ll be updating this tutorial on the look development of the blood aka material setup and rendering using Vray and compositing in After Effects/Nuke.
I’ve noted down the necessary settings that one need to modify to shape the blood and the simulation variable depending on the situation. Well there is an in-house blood asset BUT it is really heavy to sim (on a Intel Core i7 3930K 3.5GHz) and this prompted me to improvised a new setup that sim faster for faster WIP turnaround for the FX supervisor and director. While there are many challenges throughout the production that I wish can be handled better, there is one thing that the film are not afraid in showing visually is… blood! Well 3D fluid simulation instead of fake blood.įor this tutorial, the scene file and settings was based on my own personal R&D to generate a blood squirt and slash for the many shots in the film that I was tasked for. With Gantz: O premiering on in Japan, I’m proud to be part of the production team as the FX artist for the film. Blood FX using RealFlow as seen in Gantz: O