We’re back with an update for RealFlow | Cinema 4D! We didn’t just fix bugs, but added lots of nice features as well.

These functions give you more possibilities, flexibility, and control for special offers see Smarttec site. 


Have you ever made use of the mesh engine’s → vertex maps to enhance your fluid renders? If the answer is yes then you certainly know that vertex maps were limited to speed so far. But RealFlow’s → fluid and material solvers offer much more channels. With this update you now have a wider choice and we’ve added vorticity, age, and weight maps.

Furthermore we’ve introduced a new, much more intuitive and artist-friendly workflow. In previous versions you had to deal with an abstract “Scale” parameter. Instead of guessing a value it’s now possible to adjust speed, age, and vorticity precisely through → ranges – or let RealFlow | Cinema 4D do the work with the new “Auto” mode.

The icing on the cake is that you can now evaluate the changes in Cinema 4D’s viewport as you’re used to do with native Cinema 4D vertex maps. This means that you no longer have to create preview renders to see the result of your settings. Truly a huge time saver.

And to give you an impression of how these vertex maps affect your fluids we’ve created some videos for you. This clip is a side-by-side comparison of the speed, vorticity, and age channels:

In this video you can see four differently coloured fluids. Weight maps are used to create the colour mixing effects in areas where the fluids touch and interact. To create softer colour transition we have applied the new → “Smoothing Length Scale” parameter to the mesh:

Updates on the maps’ ranges will be applied automatically and displayed in the viewport, but changes on “Smoothing Length Scale” require that the meshes to be recreated.


This neat helper has been added to ease the process of adjusting daemons. RealFlow | Cinema 4D’s new → “Visualizer” is able to make forces visible and even show how they evolve and change over time. Now you have full control over daemons and instant visual feedback.

You can choose between arrows, lines, and points – and you can also display these modes as streamlets. Streamlets trace the forces over a short timespan and this results in a curved view of the force, giving you a sense of direction. One of the most interesting feature is that the “Visualizer” also shows the combined result from multiple daemons. You can decide which daemons should be visualized together with simple drag and drop. Here we have a bounded → “Noise Field”, → “Vortex”, and an animated → “Attractor”:

The “Visualizer” works with the following force-based daemons: “Attractor”, “Gravity”, “DSpline”, “Noise Field”, “Vortex”, and “Wind”. For obvious reasons you can’t visualize k daemons or the “Filter”.


Another, very important, novelty is the introduction of time offsets for cached fluids. So far you haven’t been able to shift the start and end frames of your particle and mesh sequences, for example if you wanted to synchronize them with other animated assets in your scene. In many cases it was necessary to batch rename the files or do other fancy things. But those days are over now.

  • Every → fluid, → rigid, → elastic, and → mesh container has its own node-specific “Offset”.
  • Furthermore, there’s a → global → “Frame Offset” located in the “Scene” object.
  • Both offsets influence each other: total offset = nodespecific offset + global frame offset

This way you’ll be able to shift simulation nodes freely and independently from each other, and define custom time offsets in both positive and negative directions.


All in all we’ve improved the plugin’s overall robustness. Especially → GPU simulations with a → “Filter” have been unstable under certain conditions – a thing that has been fixed.

Another important fix is that initial states will be kept from now on when you remove a simulation’s cache files. This may sound like a side note, but in fact it saves you lots of time!

And since we’ve been jumping on the “visualization train” there’s another new function: the → “Image” emitter is now capable of showing the attached image/pattern in the viewport. This will help you to identify the areas of emission. Furthermore, this emitter now supports animated textures, for example Cinema 4D’s noise types.

Not to forget the → “Fill” emitter. Now this neat little helper makes it easier to fill your objects with particles, but they can also be covered with a layer of particles.

The connection to Cinema 4D’s Thinking Particles module became much more robust, less RAM-intense, and got a new → workflow, making it easier to keep track of multiple particles/TP sources.

Our friends at → Jawset Visual Computing, the makers of TurbulenceFD, also surprised us with a neat feature: it’s no longer necessary to create Thinking Particles from RealFlow fluids in conjunction with TurbulenceFD. Aall you have to do is to apply a “TurbulenceFD” emitter to a RealFlow emitter, fluid, rigid, or elastic container directly. This improvement requires at least version v1.0 Rev 1435.

Many emitters (“Circle”, “Image”, “Square”, and “Triangle”) provide a → “Volume” parameter. This option allows you to create a defined initial volume of particles. A new handle in the emitters’ viewport gizmo lets you define this volume simply by dragging the handle, but of course you can still use numerical values as well.

Finally, we’ve added a falloff to the → “DSpline” daemon.

Of course, we’ve also improved the plugin’s overall stability, and updated to the latest Dyverso library. Experienced users will be happy to hear that the new 2.5 functions can be highlighted in Cinema 4D’s user interface.

Happy Simulating!

RealFlow for Cinema 4D – Physics simulation in a Nutshell


RealFlow for Cinema 4D – Physics simulation and awesome motion fluid effects

A few years ago we started a partnership with MAXON, the creators of Cinema 4D, and in the meantime this connection became a real friendship. You will find a MAXON booth on almost every important event, road show, or convention. And there is always a top-class lineup of international Cinema 4D artists giving workshops, showcasing their actual work, and sharing incredibly useful tips.

For direct links to product details and local pricing in AUD$ go to our estore or call 02 99394000



The MAXON stage at IBC (courtesy of MAXON).

But it’s not just the artists, it’s also the friendly and highly-professional attitude of the entire MAXON team: they really care and they always have the best get-togethers and parties. This year, Peggy Beck and her team organized a 3-hour boat trip through the canals of Amsterdam. It must have been great, but of course I’ve missed it, because I had a rather late flight and arrived in Amsterdam when the party was almost over. I guess that’s life… 🙂

My own presentation was the last one on Sunday from 5-6 pm. Despite this late time slot I was positively surprised how many visitors dropped in to watch the workshop. Another big plus is that the live feed brings the show to everyone who’s interested, but not able to be present. Finally, the MAXON team provides an edited recording and shares all videos on their YouTube channel.

The workshop’s topic was

RealFlow | Cinema 4D 2.0 – Multi-Physics in a Nutshell

Here I’m going to show you how to create and control complex interactions between RealFlow’s different solvers and material types. Furthermore you will learn fundamental things about “Collider” and “Volume” tags, simulation settings, and the workflow for → rigid/elastic deformer.

If you’re interested in watching the recording just do it here or directly on YouTube where you will find the presentations of my fellow artists:

Having a good time together is important, but that’s just one aspect. All these shows mean that you’re present, help users with their doubts and questions, and gather feedback. It’s about connecting with real people. And it’s also about learning and sharing methods and knowledge. The feedback I get during these events is of particular importance for us and – at least I do think so – for the customer. It definitely makes a difference whether you have the opportunity to talk with someone face to face or via a communication channel. Sure, in most cases there’s no other way than using forums for social media, but the personal talk helps both sides to understand each other much better.

Fluid simulation with RealFlow

Realflow simulation



Martell Cognac – Fluid simulation with RealFlow

MPC – Motion Design Studio
MPC’s brief was to create an ad for Martell’s new Cognac label to be shown in Nigeria.


MPC is an international creative studio. They make everything from visual FX for blockbuster films like “The Martian” to mobile apps.

The Story

The client had already produced a print campaign which told a story through text formed out of flowing Cognac. The brief was to add Fluid simulation with RealFlow and find a way to make this work in motion, which meant creating realistic, constantly moving, liquid letters. Given that this was for Nigerian TV, the budget was tight. We had a team of two animators working over 4 weeks.

We initially looked at faking the fluid animation by compositing multiple stock footage plates of flowing liquid. But I saw pretty quickly that this wouldn’t work. Every letter would take hours and hours to get right  and there was no way to get specific animation I wanted for some of the bigger shots.

So I started doing some tests with RealFlow. I realised if I could simulate all the letters we needed one at a time, I could build a font of animated liquid letters. So we ran some tests. We started with 3D letters we built in C4D. Then animator Filiberto Chiarinelli ran simulations for each letter in RealFlow. We experimented with different scene scales and resolutions until we found something that felt right for Congac pouring into a glass. If the scale is wrong, you can end up with something feeling like a waterfall or an eye-dropper. So we wanted to get this right.

For the hero shots, where I wanted to run a single simulation over several letters or words, we built specific setups. You can see this best with the word SLICE. We animated a disk flying through the letters in C4D and then brought this into RealFlow as an SD file. Then we ran the simulation several times until we had something we liked. I think in the end we dialled the resolution up to 150. That’s why you see those wonderful tendrils of fluid drawing away and the text breaks up. I think it’s my favourite shot in the piece.

The one thing we couldn’t live without was the RealFlow Renderkit. This allowed us to skip the meshing process inside RealFlow and just mesh at render time, inside C4D. Without this we would have needed to load a mesh for each simulated letter into C4D and then position and retime it. Fluid meshes are heavy files and they can bring your 3D app to a standstill. With the Renderkit, we just loaded the particle sequences into C4D and placed them. The Renderkit creates the mesh as each frame is rendered and then deletes the mesh file. It’s a great way of working.

I’ve been using RealFlow off and on for about five years. I’m by no means an expert, but I enjoy using it. I think we’re reaching a point where it’s now practical to use it even on smaller jobs. The app is getting easier to use and more powerful with each version. And we can now run simulations pretty quickly on our standard work stations (2013 MacPro’s).

Features like The Maxwell Fire renderer, which lets us see high quality test renders inside RealFlow, and the Sheeter daemon, which stops fluid shapes from breaking up, help bring the app into the world of motion graphics artists like me. Things that used to require endless testing or even scripting are much simpler now because of features like these.

As a designer, there’s something extremely satisfying in pulling off a beautiful fluid shot. For about five minutes, you feel like a genius. Then you move onto the next shot and come back down to earth.



RealFlow | Cinema 4D Flows Directly inside Cinema 4D’s UI



RealFlow | Cinema 4D Flows Directly inside Cinema 4D’s UI

Next Limit Technologies has released a new plugin which is available now from Smarttec, RealFlow | Cinema 4D, that puts RealFlow fluid simulation software directly inside the Cinema 4D user interface. This creates a faster, simpler workflow for Cinema 4D users, without going back and forth between 3D platforms. You can use all of the native Cinema 4D tools combined with RealFlow, and connect fluid particles to MoGraph, Hair, Pyro Cluster and so on.

RealFlow | Cinema 4D produces small and medium scale fluids built on RealFlow’s Dyverso solver. The tight integration allows you to use native Cinema 4D modifiers and tools, as well as the RealFlow mesh engine, based on the OpenVDB library, and daemons to control fluids and splashes and create additional particles. You can exchange particles and meshes with RealFlow or other platforms. Results are also GPU accelerated, supporting CUDA and OpenCL.

Other specific tasks include using RealFlow nodes and Cinema 4D colliders together for particle-object interaction. C4D Cinema 4D splinescan serve as RealFlow particle paths, and Cinema 4D materials and textures as emission masks for fluid particles. Crown splashes can be created and customized on demand. You can also use RealFlow directly with Cinema 4D Mograph, converting fluid particles to thinking particles, and using particle instances and tracer objects. Configurable RealFlow WetMap Shaders will work on any Cinema 4D geometry.

The plugin is available for Cinema 4D R15 to R17 on Windows and OS X.




Screenshot 2016-05-04 10.19.43

RealFlow | Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D. Now you can achieve high-end simulations with an even easier workflow.


Get the ‘early bird promo’ price and get more than 25% offoffer end June 30th

Serious, high performance fluids

RealFlow | Cinema 4D is built on RealFlow’s Dyverso solver – so you get the best in fluid simulation, with an easy workflow.


Simplified workflow

Forget about going back and forth between 3D platforms . You no longer have to worry about network dependencies, permissions, or IP issues.

Fully integrated toolkits

Now you can use native Cinema 4D modifiers and tools combined with RealFlow.

High speed simulations

RealFlow | Cinema 4D is GPU accelerated, supporting CUDA and OpenCL.


Particle-Object Interaction

Use RealFlow nodes and Cinema 4D colliders together.

C4D splines as RF particle paths

Create splines in Cinema 4D and use them as fluid paths in RealFlow.

C4D materials as emission masks

Use Cinema 4D materials and textures for emitting fluid particles.

Crown splashes on demand

Create and customize crown splashes easily.

Use RF directly with C4D Mograph

Convert RF to thinking particles, use particle instances and tracer objects.

Visible fluids on objects

Use collision maps during simulation and render the effect

Super-fast meshing

Take advantage of a fast and easy-to-configure mesh engine based on the OpenVDB library

Fluid dynamics and simulation with RealFlow 2015

RealFlow 2015

Fluid dynamics and simulation with RealFlow 2015

Below is a fun web project for display using ‘Chrome’ as your browser and part of the Chrome Web experiments done by Evan Wallace. You can play around with some realtime water simulations with light and the resulting surface turbulence.

It shows simply what can be done simply in your web based browser.

It’s interactive, realtime and fun!

If you want to do real productive fluid rendering simulations of your own, splashes for digital media, digital photography, animations or any creative application you will need RealFlow 2015 to create your own scenes within your own modeller ( 3D Max, Maya, Cinema4D, Lightwave and others ) with amazing results.

Click below for an interactive webinar or RealFlow above for more details.

See the up coming webinar for more details: <here> March 23 7-8pm Sydney time

RealFlow 2015






We have been able to organise a webinar that was originally run a month ago but at times that made it impossible to participate – so we are happy to announce a new dat form a repeat with the same presenter online at a time that is easier for local Australian and New Zealand attendees.


Time 7-8pm Sydney/Melbourne/Canberra time
Wednesday March 23 online
Please fill in your details here and we will have your Gotomeeting registration link confirmed

In the past, advanced fluids simulations were reserved for large film productions because of their immense cost, high-end software requirements and massive render times. 

There are in fact numerous uses for these types of simulations: they are, for example, an integral part of advanced motion design and professional product visualizations. Even though the tools required to create these simulations have become notably more affordable and the advances in processor architecture even make it possible for freelancers and smaller studios to meet the requirements for rendering these simulations, the belief is still prevalent that convincing fluids simulations can only be created by experts with a corresponding scientific background.

In this basic skills webinar, Danish 3D designer and Cinema 4D lead instructor Thomas Andreasen shows that this belief is no more than a myth. Thomas, who himself only recently started creating his own fluids simulations, shows that Cinema 4D and Next Limit RealFlow have clearly lowered the bar significantly. Thomas uses a perfume advert as an example for demonstrating how to quickly create visually stunning results.

This webinar lasts about one hour and you can send questions during the session via chat. To allow more time for the webinar content, we will collect your questions and answer them comprehensively with the help of product specialists from Next Limit. We will make the answers available for all attendees as a downloadable FAQ document!