![realflow dspline tutorial realflow dspline tutorial](https://i.ytimg.com/vi/-weqT_HwwSY/hqdefault.jpg)
New vertex maps “Weights” to shade mixing fluids. Mesher vertex map creation has been revamped to allow the possibility to customize them using gradients.
![realflow dspline tutorial realflow dspline tutorial](https://i.ytimg.com/vi/qro9pBaKNhc/maxresdefault.jpg)
Now you can achieve high-end simulations with an even easier workflow. RealFlow | Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D.
#Realflow dspline tutorial upgrade
This is a free upgrade for 2.0 users, plus 1.0 users get 25% off when you upgrade. Finally I wanted the head of the Golem to bounce and roll towards the camera after breaking, for this I removed the parenting of the head and set it as a pdi body of type capsule, it was easy to make it rolling by assigning it a suited initial velocity.This new version of RealFlow | Cinema 4D gives you more possibilities, flexibility, and control, with a ton of new features added, not to mention a slew of bug fixes too. But after doing it some fragments were trembling strangely over the ground so I had to cut off its motion by hand deleting its keys after the frame I wanted them to keep still. When all the destruction job was done, I simply rescaled the time again to be 10 times faster for coming back to my original timing. To take in account the flying fragments could eventually collide with those already on the ground, I set those fragments as kinematic Pdi bodies aswell. I followed the same strategy for breaking the other arm and the chest, that is, I deleted all current Pdi bodies, setting the left arm in dynamics and simulating it along with the rock and the ground, doing in the same way for the chest of the golem after that. I decided to set up the simulation again with only the right arm of the golem in dynamics and of course the rock, after some testing I discovered that the problem was the arm motion was too fast for computing dynamics correctly, so I simply rescaled the time for making the animation 10 times slower, and this time it worked perfectly so adding the ground to Pdi and computing again I got the right arm breaking nicely. After Updating the new ground object in PDi the simulation was much faster, however the arm of the character did strange motions when breaking and the whole character started to collapse too soon. When simulating the scene, computation was very slow, checking the scene I discovered my ground was a high tessellate plane made of about 500000 faces! I applied a multires modifier to it cutting down the faces count to just 5000 while topology was preserved pretty well.
![realflow dspline tutorial realflow dspline tutorial](https://i.ytimg.com/vi/5pMcMOdBVPc/hqdefault.jpg)
![realflow dspline tutorial realflow dspline tutorial](https://i.pinimg.com/originals/f5/0b/2b/f50b2bfffe919f6cae61cfd7d118a33a.jpg)
There were still a few little holes over the surface, to fix it I generated some particles over the holes and instanced them as geometry to cover these little areas. Mirroring this side of the character I got the whole model covered by stones nicely, I had just to fix a few stones on the middle for not interpenetrating each other. That was a patience job but I got a good cover of large flat stones. I took the bigger fragments generated by Shatter it on the surface for only one side of the character, making them thinner and flat, modifying its shape when necessary. I had to convert this solid shape in another one made of different size stones, my first idea was using shatter it tool for doing it, uniform shatter style of PDI worked well however I wanted the fragments on the hands and feet of the golem to look like fingers and this wasn’t possible using Shatter it, besides I liked the Golem to be hollow inside to enhance the feeling of weakness when it breaks, so I figured out a different way. I started modeling the Golem in Max creating a low poly version of the overall shape.