Render Glass

Hi everyone. My name is João and this is a complete tutorial about how I did this image. Hope you like it...

Model the geometry fo rbeing imported to real flow (3dsMax)

Let's start with a spline and then we will apply the lathe modifier.

This is the geometry that is going to be imported to realflow. It's very lowpoly but it contains the sufficient detail for a good simulation. Remember that more geometry, bigger calculation times...and that is very important.

Now we create a plane that is going to be our floor.

Everything is ready. Now we have to export the geometry. In Utilities click on more... and then on SceneData Saver.
Select all of your objects (glass and floor) and click on SD saver settings. A new window will appear, click on SET. In the next window that is going to show up, if you don't want to change the time interval, click on SAVE SEQUENCE and choose the place you want to save your .sd file

Creating the fluid (realflow)

In the first window that appears, choose the name of the project and click on Create new project. Lets import the geometry. File>import>Import SD Scene. Choose the file and import.

We have the geometry, now it's time to create the emitter. We create a Circle emitter and we place him where we want (in my case pretty high).

The only settings that I've changed in the emitter were the Resolution (1 to 100), Int (internal) Pressure (1 to 0.1) e a Viscosity (5 to 2).

Now that we have the emitter we are going to create gravity. Without her, nothing makes sense. To do that we go to Daemons and we click on Gravity.

To facilitate the calculation, I created a daemon called ~Volume. He kills all the particles that go out of his box.

Now we have everything. If we click on Action we will see that the particles are not interacting with the geometry. To make that happen, we have to go to the Scene Tree. In there, add everything that interacts with the particles. In this case, the glass, the plane, the gravity daemon and the ~volume daemon.

IMPORTANT: Every square on the grid has 1m x 1m and the scene scale is very important for physic calculations. We might need to change it. In my case it's 0.2 when the default is 1. Try not to use the exact scale because the object is too small and realflow has some problems with that.

Before we click on Action, let's "tell" realflow to save our particles. To do that we go to the Export Central and we put a little check on the emitter.

The moment you've been waiting on Action. Let the simulation calculate, drink some coffee, and come back. Everything ends but if you are not happy with the result, "play" with the emitter settings and the scene scale. Now you are thinking: But I don't want particles, I want a mesh! Calm down, that is exactly what we are going to do next.

Click on Create mesh on Meshes. Now click on Build mesh to see the mesh.

I will not explain everything; here it is the mesh settings that I've used.

Now we have to export the mesh. We go again to the Export Central and this time we check the mesh. We click on Build mesh on play and next we click on play! Our mesh is ready! Let's go back to 3ds Max and prepare our scene for rendering.

Illumination, materials and render (3dsMax) :

Let's start by importing the mesh that we've just created.

When we created the new realflow project, it creates a folder with the name of the project. Inside this folder is another one that is called meshes. Inside it is the mesh. Select the first file and open it.

Click on 'Create mesh' et Voila!

Now we are going to arrange our scene. I created a new glass and also created two planes that are going to be our lights. You can see that the illumination is very simple.

Change your rendering engine to maxwell (I think everyone knows how to do that). Create your camera (Maxwell Camera) and now is time to put some materials in the scene.

We are going to make the illumination first. We create a new MXM material and the Maxwell Material Editor will open.

When the Maxwell Material Editor opens we click on Basics and we change the material type to Emitter reducing the 1000 Watts to 500W.

The first light is created. Make the exact same thing for the second light but this time use 200W. Until now we have two materials: One light that has 500W and another one with 200W. Let's apply the 500W light to the plane that is on the side of our scene and the 200W light to the plane that is above our scene.We are done with illumination. Let's give the scene its last 3 materials. All the materials are from the MXM Gallery ( and they are: Wood (;=122), Glass (;=268) and Wine (;=131).

Now that we have everything done we just have to click on Render.

Here is the final result after some tweaks in Photoshop:

Hope it helps anyone.

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