First of all create a simple scene in Maya, you would need a polyPlane with enough resolution.
I created with Soft Modification Tool a node to deform the plane surface, it is quite easy, the out from AudioWave drives the translation Y axis in the softModification node.
In this case study I useed Hybrido in order to get the maximum number of particles in less time possible, but I suppose it is possible to get better results with SPH (particle base fluids).
The experiment is simulated in 25 fps, so you could do simulation in 500 fps as in the references but you would need to do extra work as bake the animation in Maya into 500fps.
This is the result.
Here you go some newbie tips I had in the treasure trove, remember them is never a bad idea.
If you need to a pool of fluid you always need to relax the fluid to get a initial state, you can simulate during a lot of frames.
To accelerate this process you can use a KSpeed daemon activating the limit&keep option, I use to animate the Simulation attribute in the first frame….
… and activate the Lock function in the time line, depending on the scene set up it´ll be needed increase or decrease the number of frames for the countdown.
Usually emitters in RealFlow have a pattern in the emission, the slices. To avoid them you could use several methods:
- Use the H/V random
- Adding some randomness in the emission, you could do this with a simple expression in the speed attribute 4.5+rnd(1), 4.5 is the main speed.
- You can use a Noise daemon linked to the emitter and bounded to the space icon.
- Using droppers, a dropper is a basic geometry to make the fluid collide before to drop down, you can make it simple with planes or modelling it in a 3d platform so you could get nice and realistic patterns.
Simulation in vacuum:
Remember RealFlow is not in essence a Computational Fluid Dynamics software (CFD) and works always in vacuum, so if you would need to simulate with accuracy you will need to add a second fluid -air- interacting with the main fluid, but this could be against the simulation times.
It is really important the normals aim to the collision side in order to get correct results, the sticky attribute is a force applied to the colliding particle and is inverse to the geometry normal.