![]() ![]() However, if the value is too high there might appear differences between the real object and the geometry "seen" by RealFlow. A bigger value would recompute less often the colliding geometry, thus providing a better performance. This is the threshold used to consider if an object with a RFCollider is being deformed or just transformed. With “Use Geometry Velocity” the interaction will happen in time again. Here, RealFlow | Cinema 4D uses very large substeps to speed up the simulation.ĭue to these large steps the interaction between the object and the fluid is delayed. Imagine an animated object falling into a container with calm water. ![]() When enabled RealFlow | Cinema 4D will adjust the simulation's substeps to get a correct fluid-object interaction behaviour: With values smaller than 1.0, the fluid can cover a longer distance within a single step – the solver is less strict.With a value of 1.0, the fluid will not move more than 1 grid cell in the current simulation step.RealFlow | Cinema 4D calculates how fast the fluid will move within a simulation step (aka "time step" or "substep", see below): “Time scale” works as a factor: 2.0 means that the fluid will be two times faster. Values smaller than 1.0 will decelerate the fluid settings greater than 1.0 have an acceleration effect. When this option is checked RealFlow | Cinema 4D will always use the maximum number of threads. Here you specify how many computer processors and cores you want to use with your simulations. ![]()
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