Realflow For C4D: The Granular Solver

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] hey guys it's Sam for digital me and in this real flow for cinema4d tutorial we're going to be looking at the granular sulfur now I've already set up a scene is very very simple I've just got a box that I've turned inside out for a room I'll just make this pretty simple shape here if we look inside my scene actually I've just lit it with a few area lights and set up a camera and it's cube object here you can already see that I've got a collision tag on it and I volume tag now I've actually been through this before so if you want to know about the collision tag have a look at my realflow playlist on youtube or check out the website and there'll be a list of realflow tutorials so I'm not gonna go over that in this yes I am go back through and have a look if you you don't know what those are okay so let's get on we've looking at the granular silver first of all we need to go to the realflow menu and create a scene with all our bits in it and to do that easily I'm going to choose a circle emitter and that creates this kind of setup now if I drag my emitter up you can see it's quite quite large and I'm gonna half the size of this so I'm gonna choose my emitter go to the coordinates sorry the object and I'm gonna make this 50 centimeters by 50 centimeters so now we have something a little bit more like this I'm just gonna move that up slightly laughter we press play we get this kind of result which really isn't helping anyone so what we need to do is I'm gonna go to my fluids my fluid even and go to display and I'm actually going to take this off and this just so our fluids a bit brighter so you can see it in this scene I'm also going to change the size of our particles as well so I'm gonna make this let's say seven now if I press play you can definitely see the particles now but you can see that these particles are not interacting with our shape here or the scene around it and that's because these collision tags were created fast so we need to have a link in the scene so if I go to our collision tanks you can see that we've got this link here so the real flow scene is this and the link should be for the fluid I believe so that should go there so let's test that now and we've definitely got some interaction with the room now which is good we just need to do the same thing for our well it's called cue beer but it's really like steps so the scene goes in here and the fluid here and now everything should be working as intended okay so we got some collisions so I'm just gonna fold our scene I can actually move it up here so it doesn't get in the way now you can see the fluid is behaving kind of slow and that's because there's no gravity in the scene as of yet so I'm just gonna stop that and go back to the beginning I'm also gonna go to our scene and go to the solver and tell it to use our GPU so that should help speed things up nice okay so like I said we're gonna need gravity so real flow demons and then gravity and there we go things are moving a lot more naturally now now there doesn't seem to be enough particles being generated there so I'm gonna make some more or at least make the fluid denser so if I go to my fluid and go to the fluid tab you can see that we've got this resolution same but before I do that I'm gonna choose our solver type you can see at the moment is liquid pbd and I'm gonna change that to granular and all our options have now changed so let's just hit play it and see what we get from natural start now you can see that it's acting a lot more granular it's almost like particles of sand or something like that and all of these attributes here we can use to we shape what kind of material or substance that we've got so I'm just gonna change my resolution first and I'm gonna make this 15 so there we go we've got a lot more going on there now and you can see this acting very granular so let's go through all of these settings and explain exactly what they do so I've just covered the resolution you can see they makes our fluid more compact moving on to density you'll notice that this doesn't appear to do a lot so if it's a thousand it looks like this okay and if it is 100 it looks like this exactly the same and the reason for that is is because this value here I'm just going to get it back to normal is actually very useful when you're when you're mixing fluid from different domains so if I had another fluid that was mixing with this this would determine which one is more dense in the other so for simulating something like oil and water this is perfect moving on we've got interpenetration okay so this simulates the repulsive forces between granular particles so this is a repulsive force it's on 1 by default so if we play we can see that we get this and if we crank this down to something like zero the documentation does actually recommend not going beyond one they can be done so let's see what happens when it very zero we can see that these particles are being way less repulsed they're kind of um they kind of clumping together a little bit more but I'm going put this back to one for now okay so the next the next thing on our list is friction when the nearby particles collide they start to slide friction counteracts its motion until the particles stop it's also known as dynamic friction so any value above zero is valid but you should not go beyond one unless unless necessary according to the documentation so let's crank this up to one and see what we get yeah we get a lot more friction is piling up and let's try and break this let's actually go beyond one let's make this two and see what we get well it didn't break anything but yeah we're getting this kind of result now so you can see how friction is gonna make the particles them not stick together but find it harder to move across each other surfaces so that's what zero friction so they'll just slide off into oblivion and up the wall apparently and at one we kind of get this pile in effect they're finding it much more difficult to move across each other so I'm just going to put this back to default so we're back here the next setting we've got is static friction so this acts like a barrier it's almost like a threshold it's already set to naught point five as a as a default value so it's like a threshold that has to be exceeded in order to make the particles slide with high value values you're able to create structures and sand piles any value over zero is valid but again should not go beyond one unless necessary so this is what we're getting with a um sort of standard static friction the default value anyway so to crank this up it doesn't actually look too different although you can see the particles of building up on these steps now whereas before if we put back to our default value in y2 the star we getting some slight build up on the steps but not much yet with static friction cranks with the way up we can see that these particles on the steps are congregating a lot more and if we give a mixture of friction and Stags friction so let's get state friction back down to its normal value or 0.5 put friction up to about 0.5 and then start the simulation again we're getting this kind of result now let's crank stag friction all the way up lotmore congregate on the stairs lot less sort of sliding past each other it's kind of piling up so you can see how a combination of these two so far would have an effect so let's reset these values the next value we've got is compaction this parameter kind of friction that helps to get a more fragmented block-like behavior when the granular material is breaking so from what I can gather from this is maybe clumps or something like that so again this is a regular value so let's crank the compaction up to maybe halfway and you can actually see the flow has changed so you may need to add some randomness into that you know if we cared about that but you can see how that kind of clumps together and again if we um actually affect our friction here we can see what kind of base almost like a wet granular material or something like that so that's what I'm the compaction does next stylist again let's get these back to defaults ends again we have cohesion this is a force of attraction between nearby granular particles values greater than zero support the appearance of chunks similar to snow or wet snacks and any value above zero is accepted the substance and iteration settings in the scenes note in the solver tab influence how this parameter axis on the fluid so let's just get on with it and have a look so this is zero cohesion and if we crank this up it doesn't appear to be doing too much so let's crank it up a lot more now this is meant to be a force of attraction but it doesn't seem to be doing a lot so let's crank this all the way back to down to zero and see if we get any difference and it doesn't appear that it does so we get the feeling that what's happening is this is moving down and where it's hitting the top of this that is kind of like the break force if you like so maybe if we use cohesion in conjunction with something like friction let's put the friction up to 0.5 just so it builds up and just let that play for you so we get a idea of what this looks like and now we'll crank up our cohesion we can see what's happening well it is a different result maybe not too much let's try and tame that a little bit yes you can see that as these bits fall down they they're tending to do it in clumps and it's a little bit hard to see so let's take the friction up a little bit more now you can see the clumping let's just let this roll round again yes so light as the bits fall down you can see that there's big clumps of this stuff moving together and that's what that cohesion is doing if I whack this down now you can see that those clumps are no longer happening they're kind of just falling off as individual particles whereas with cohesion whacked up we can see that we get some proper chunks that kind of gripping onto the power comes next to it and dragging them down ok so again let's get this back to default there we go next on our list is roughness in the real world granular substances do not have perfectly round shapes but there are irregularities like spikes or edges this parameter mimics these effects and helps to suppress regular structures so it kind of basically adds randomness and noise to the surface of these particles are at least internally anyway so let's um crank up the roughness of these and see what happens now it's kind of counterintuitive because you'd expect that with a zero roughness the you know they'd find it quite easy to slide off each other and all that kind of thing and with a higher roughness they'd become more sort of difficult to get away but that's not actually what had happened his roughness introduces more noise randomness so when they hit each other they may bounce off in unexpected directions so again we can um we can grab the roughness and tame it a little bit with some friction so we are still having these things sort of bounce off more randomly and if we crank this down you can see there is a lot more tame and predictable and again with the roughness up much more randomness spreading the particles out so again it's a balancing act between all of these things to get the to get the look or substance that you're going for next we have stacking this increase this value to simulate structures like piles any positive value is accepted positive value above zero blaze um so let's have a look so again this is what we're getting normally let's crank this stack Val stuck in value right up and again it doesn't appear like too much is happening so let's let's aim it with our friction so this is normal and Asghar friction up so there we go we've got some we've got some friction going on now and now let's crank up the stacking so if I put this to one oh you can see it's very much stacking up now and in fact if I grab my a mirror and move it you can see that there's a stack underneath there and if I are think I might be able to there we go we can build a little wall I'm Donald Trump yeah so you can see how that stacks up compared to if I grab this and bring the stacking down and then move my mirror you can see it's spreading out a lot more and not stacking up as much so let's just undo all that and get our thing back to zero okay so let's bring the stacking down again and friction back to normal and damping so that's our next thing on the list damping smoothens the relative velocities between their by particles it tries to smooth those values out and therefore excuse me so a small amount of damping helps stabilize the simulation if it's a bit too mad and you just want to dampen it down a little bit this is exactly the thing that you use but while saying that higher values can actually introduce viscosity to the material so let's have a look at this damping so this is what we've got as a default and then cranking up the damping dampening to one you can see that it's a lot more uniform it's a lot more uniform coming out of the emitter as well so that has really dampened what's going on there so and less so the more we come down so with all of this in mind actually before I move on I better talk about this compute of vorticity because you might be wondering why it is I think I've covered it in other demons and stuff like that this isn't really needed I mean it's a special use case checkbox vorticity handle hardly contributes to fluids behavior and is therefore disabled by default to improve performance but if you do have a need for it for whatever use you might have for it for filtering or shading purposes or something like that by all means use it but that's what it's for I'm not using it so let's see if we can actually create something a little bit more interest in them we got here so far so I'm gonna I'm gonna crank up my friction to maybe 0.5 add a little bit compaction not too much maybe a little bit of cohesion as well let's back up the roughness just so it's a bit more irregular crank out the stacking as well and there we go yeah he's really stacking and comping it's like wet sand maybe some kind of weird ferrofluid or something like that just crank up that dampening a little bit as well oh look it's actually self-intersecting now so if we grab the emitter now there we go well there we go that really is a wall now really aunt Donald Trump there we go you can so you can see how this would be all kinds of useful and very very quickly just by um messing with these values we can get oh we can get a we can get a result let's move this forward this way and then I can grab this it's not gonna let me grab that for some reason oh it's just an awkward position I think there we go but yeah very quickly we've got I am you know granular result that's got some interesting properties and you know you can play around with those properties to really tailor what you're looking for anyway guys I'm not gonna ramble on for too long and that was the granular solver I remember you can check me out on digital meet you Kay you can also follow me on social media Facebook and Twitter there'll be links into the description and also if you want to support digital me you can find me on patreon and there will be extra content there as well okay Cheers for listening guys I hope this is helpful and I'll see you later bye [Music] [Music] you
Info
Channel: DIGITAL MEAT
Views: 17,267
Rating: 4.90378 out of 5
Keywords: Digital Meat, Digitalmeat.uk, Cinema 4D, C4D, Cinema4D, Digitalmeat, Greyscale Gorilla, GreyscaleGorilla, 3D, Workflow, Cinema 4D Workflow, C4D Workflow, Plugin, Plugins, Next Limit Realflow, Next Limit, Realflow, Real Flow, Realflow for Cinema 4D, Real Flow For Cinema 4D, Realflow Cinema 4D, Tutorial, Tutorials, Cinema 4D Tutorial, Cinema 4d Tutorials, C4D Tutorial, C4D Tutorials, Daemon, Particles, Realflow Particles, Solver, Realflow Solver, Granular, Granular Solver, Dirt, Sand, Snow
Id: RzRUUXwAIuA
Channel Id: undefined
Length: 20min 3sec (1203 seconds)
Published: Mon Mar 05 2018
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.