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Simulation

  • New granular, viscous, and viscoelastic materials.
  • New rigid and elastic deformer.
  • New "Particle Skinner" tool transfers position and velocity data from particles to objets to move and deform them. 
  • Multi-physics solver (I). All materials are managed under the same solver framework.
  • Multi-physics solver (II). Different fluid and deformer types are able to interact, e.g. granular + liquids, viscoelastic + granular, elastic + liquid.
  • Speed and memory improvements (GPU 3-8x faster than CPU).
  • Improved robustness of GPU calculations.
  • Huge speed improvement in calculating the volume of interacting objects.
  • Interactions between multiple fluids.
  • Multiple scene objects within the same project.

  • New "Tensile Strength" parameter helps to shape and improve a fluid's borders in conjunction with "Surface Tension".

  • New "Vorticity Boost" parameter for vivid and turbulent fluids.

  • Use image maps for an object's friction, stickiness, roughness, etc. to influence particles.
  • 2.5 Updated Dyverso library with better GPU support.
  • 2.5 Improved stability with Thinking Particles, less RAM-consuming.
  • 2.5 "Image" emitter supports animated textures and Cinema 4D noise shaders.
  • 2.5 Adjustable image resolution for "Image" emitter in Cinema 4D's preferences.

Daemons

  • New "Reset Age" and "Keep Source Particles" options for the "Filter" daemon.
  • New and versatile falloff functions for many force-based daemons.
  • New random parameters for improved and more realistic filtering.
  • 2.5 Falloff for DSpline daemons.

Rendering

  • Better and more robust collaboration with external render engines.
  • Improved motion blur: motion blur is now possible in conjunction with particles and render instances.
  • 2.5 More and improved vertex maps for meshes.
  • 2.5 Weight maps for meshes.
  • 2.5 Improved "Scale" parameters for mesh vertex maps.
  • 2.5 Global and node-specifc frame offset parameters for synchronizing simulations with other Cinema 4D scene elements. 

Workflow

  • Meshes can now be built from already cached simulations with the "Cache Meshes" button.
  • New "RealFlow" preferences entry to specify a default cache folder.
  • Improved connection to Cinema 4D's MoGraph, Hair, and Take.
  • New "Volume" und "Collider" tags.
  • Fluid masking allows to shape particle volumes through helper objects.
  • Improved and faster method for filling object volumes with particles.
  • Automatic or manual time step management.
  • New "Links" field for type-aware linking of fluids, deformer, emitters, daemons, and collision objects.
  • Random parameters for scatter effects like sand piles, river gravel, ground rocks, etc.
  • 2.5 Multiple "Collider" tags per object.
  • 2.5 Real-time viewport preview for vertex and weight maps.
  • 2.5 Highlight new parameters, options, and features in Cinema 4D's GUI.
  • 2.5 Improved Thinking Particles workflow.
  • 2.5 New modes for "Fill" emitter: filling and particle layer on object's surface.
  • 2.5 New, powerful visualizer tool for previewing, adjusting, and evaluating force-based daemons.

Various

  • New plugin architecture
  • Cache file format is Alembic Ogawa for meshes and particles.
  • For rigid and elastic deformer we use a proprietary format, but only temporarily. We will be moving to Alembic for these types as soon as possible.
  • 2.5 Improved stability and bug fixes.