> >     F.A.Q.

> > - (LW) How do I render with Steamer and an object sequence ?
> > - (LW) How do I render with Steamer and object displacement plug-in ?
> > - (LW) How do I build a mesh with Modeler's metaballs ?
> > - (LW) How do I build a mesh with HyperVoxels ?
> > - (MAX) How can I export my MAX scene into RealFlow ?
> > - (LW) (MAX) How to use the scene data file (.SD) in RealFlow ?
> > - (MAX) How do I export the particle data from RealFlow inside MAX ?
> > - (MAX) How can I export the RealFlow metaball mesh to MAX?
> > - (MAX) How does the RealFlow MeltMaterial works in MAX?

> ## (LW) How do I render with Steamer and an object sequence ?

> > First of all, generate a .LWO file sequence with RealFlow in a known directory. Make sure you have the max. particles option disabled.

> > In Layout, open the first .LWO particle object of the sequence that you have just created. Apply the replacement plug-in in the Object panel to this first particle object. Now you can make a preview and see that everything is ok until this point.

> > Apply the Steamy_particles plug-in to the object (Object panel). Go to the Effects panel and select Steamer as pixel-filter. Select the right object with the options button. Steamer will ask you to come back to layout to refresh the panel. Then choose the correct Steamer parameters. In the Object panel, set the object to 100% dissolve to avoid particle points during rendering. And that's all, really.

> ## (LW) How do I render with Steamer and the object displacement plug-in ?

> > Run a RealFlow simulation with LWO and BIN output enabled (Options panel), and check the "only first LWO" option too. In case that your simulation has particle creation (i.e. 100 particles at the beginning and 20000 at the end) make sure you check the max. particles button and type the maximum number of particles that your simulation will have.

> > In Layout, load the .LWO object and apply to it the displacement plug-in "RealFlow_displace" (Object panel). Now, dragging the time bar you should see the particles moving in Layout. (If not, maybe the directory or prefix were not set up properly).

> > Apply the Steamy_particles plug-in to the object (Object panel). Go to the Effects panel and select Steamer as pixel-filter. Then select the right object with the options button. Steamer will ask you to come back to layout to refresh the panel. Then choose the correct Steamer parameters. In the Object panel, set the object to 100% dissolve to avoid particle points during rendering. There you go.

> ## (LW) How do I build a mesh with Modeler's metaballs ?

> > There are two similar LScript files that convert RealFlow .LWO vertex output files into sequences of metaballed objects that can be imported into Layout using the Object Sequence plugin. The authors have kindly released them to the public:

> > - Andy Lesniak's LScript. Andy can be reached at andy@stationxstudios.com
> > - John Danks' LScript can be found at either one of these sites:

> > - > http://thor.prohosting.com/~jdanks/realflow.html
> >   > http://members.xoom.com/dewfreak/realflow.html

> >   You'll find a nice description of the LScript in there. John can be reached at jdanks@tenforward.com

> ## (LW) How do I build a mesh with HyperVoxels ?

> > Follow the next steps:

> > 1. Use the RealFlow_displace plugin into the first displacement slot

> > 2. Leave the second slot OPEN

> > 3. Plug the LW_HyperVoxels_Particles into the third slot

> > 4. Start the HyperVoxel panel and Activate the rfw. object. Close HyperVoxels

> > 5. NOW, go back and plug LW_HVRealFlow_Import into the second slot and you can activate the server options.

> > Special thanks to Jay Chernick for this support.

> ## (MAX) How can I export my MAX scene into RealFlow ?

> > First you need to install the RFPACK.DLO plug-in in your 3D Studio MAX plugins folder.

> > 1. After having finished your animated scene go to the Utility panel and pick the REALFLOW LINK Utility.

> > 2. Click in SELECT button and choose the objects you want to export. Usually you don't need to export all objects in the scene, just those which will participate in the RealFlow simulation. (Is highly recommended to use meshes with low level of detail for the main calculus and once the simulation is done then use high level of detail objects for the final render in MAX).

> > 3. Press SEQUENCE and set the first and last frame which will be recorded.

> > 4. Choose the destination directory where the .SD file will be recorded. Press OK button.

> > Then you'll see how the time slider runs along the animation and saves the scene data on your hard disk. The saved file with the SD extension can be read from RealFlow environment.

> ## (LW) (MAX) How to use the scene data file (.SD) in RealFlow ?

> > Once you get your SD file by using both Lightwave or 3D Studio MAX scene saver plug-ins you need to import it by choosing File > Import SD scene. When a SD file is imported the previous RealFlow workspace is cleaned.

> > Set the fluids and daemons that you want to interact with the objects coming from the SD scene. Then you can choose between BUZZ or ACTION. If BUZZ is pressed, the SD animation won't run, conversely the ACTION will cause the objects to follow their motion. This behaviour is helpful to let the particles adopt some configuration, previous to run the full simulation. Say you want to simulate a glass full of water falling on the floor. First of all you need to fill the glass with particles and let them calm down (it can take from minutes to hours depending on the number of particles), so click the BUZZ button at this time. Once the particles are in their rest position, you can use the ACTION button to move the glass.

> ## (MAX) How do I export the particle data from RealFlow inside MAX ?

> > 1. Before creating your scene in RealFlow be sure that you have the 3D Studio MAX compatible environment set in the Preferences menu. And set the right scale factor for the MAX-RealFlow data transfer.

> > 2. Now create your normal scene in RealFlow.. with daemons, objects, etc etc..

> > 3. Once everything is ready... go to the options panel in RealFlow and choose the button 'BIN' for exporting the binary particle data. Then fill in the gaps a properly file prefix and a output directory. If you have some fluids in your RealFlow scene be sure of selecting this option for each fluid you want to export its particle data.

> > 4. Press the button ACTION for starting the simulation in RealFlow. Binary file sequences will be saved in the output directory that you set before.

> > 5. Now go to 3D Studio MAX for importing the particle data as a particle system. Pick the Rf_Particles located in the particle creator list. Set the same prefix and directory that you used in RealFlow and click on any viewport with the left mouse button. Then the particle system will be created.

> > 6. Now you can choose between three easy ways of rendering for the particles... facing to camera, tetrahedron or metaparticles. (If you donīt like slow MAX's metaparticles then read how to export the RealFlow mesh to MAX, because the RealFlow metaballs are much faster and high quality).

> > 7. If you want you can use this particle system with other render systems or video-post as well (such as Particle Combustion, Afterburn, Genesis, etc etc).

> ## (MAX) How can I export RealFlow meshes to MAX?

> > 1. Once you have created you scene in RealFlow then go to the Meshes panel and fill the parameters for saving the mesh data into MAX. You need to click on 'BIN' button. Choose the right prefix and directory for saving the mesh data during the simulation.

> > 2. If you have the 'Calculate Texture Mapping' button activated then the mesh exported will contain information about material and texture melting in the fluids boundaries. (This option is only recommended if you are going to texture the fluid or if you are making a mesh composed of several fluids that will have different materials during the render).

> > 3. Is important to understand the 'Tiling' option. If it is not activated then only the particles inside the texture box (see texture daemon) will contain UVW information. If you check this option then the UVW will repeated out of the texture box until the mesh limits.

> > 4. Run the simulation and export some mesh data to your hard disk.

> > 5. Now go to MAX and create a MeshLoader Object. Set the directory and the right file prefix... then click in any viewport and here is your mesh into MAX. If you want to use the RealFlow MeltMaterial.. see next FAQ.

> ## (MAX) How does the RealFlow MeltMaterial works in MAX ?

> > 1. As shown in the last FAQ, you first have to save a binary data sequence in your hard disk, then load the mesh with the MeshLoader creator in MAX.

> > 2. The function of the MeltMaterial is to melt several materials inside the same mesh, so be sure that you are applying this material to a mesh that comes from RealFlow and this mesh was created in RealFlow with more than one fluid, other way the MeltMaterial will work but you wonīt appreciate any especial effect in the fluids boundaries.

> > 3. The third step is very easy. Just go to the MAX material editor, create a new RealFlow MeltMaterial and apply it to the RealFlow selected mesh. When you refresh the time slider the number of fluids (material) that are contained in the mesh will be shown in the MeshLoader panel. This material works exactly the same as a multi-subobject material. You only have to handle each material by separately and then see the awesome effects you will have during the rendering.

> > 4. There is a final parameter that will allow you to have more control over the final look of the mixture areas. Itīs the Melt Index. Itīs very easy to use. By default it is set to 0.0 By increasing it you will obtain an additive colour mixture (you're keeping the energy of the materials mixed), conversely if you decrease it, the mixture colour will be subtractive (and you will lose energy fading to black).

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