C4D Plug-In - Navié Effex 2.0

Betriebssystem:
Hybrid Win/Mac
Sprache:
Multilingual

Verfügbarkeit: lieferbar

Kurzübersicht

Navié Effex ist ein professionelles Gas und Flüssigkeits Simulator Modul. Erstellen Sie reibungsfrei, Viskose bis hin zu halbfesten Flüssigkeiten.


Darüber hinaus können Sie mit diesem Plug-In auch Rauch, Feuer, Explosionen und ähnliche gasförmige Objekte mit Leichtigkeit erstellen.

Navié Effex integriert sich vollständig mit den Funktionen von CINEMA 4D um dem Anwender eine hohe Flexibilität zu bieten.


* Pflichtangaben

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info@software3D.de oder unter:

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ab: 690,00 €
inkl. 19% MwSt., zzgl. Versandkosten
Lieferzeit 2-3 Tage

Preis

ab: 690,00 €
inkl. 19% MwSt., zzgl. Versandkosten
Lieferzeit 2-3 Tage
Navié Effex 2.0
  • Navié Effex 2.0
  • Navié Effex 2.0
  • Navié Effex 2.0
  • Navié Effex 2.0
  • Navié Effex 2.0
  • Navié Effex 2.0

 

 

Volumetrische Modellierung

Space ist ein impliziter Teil von Navié Effex Framework, und vor allem physikalisch basierte Simulationen können sehr von volumetrischen Darstellungen profitieren; z. B. könnten Sie niemals mit einem Polygonmesh eine variable Dichte innerhalb eines Festkörpers definieren.

Deshalb behandelt das Navié Effex Framework alle seine Objekte vollständig mit einer volumetrischen Struktur, nämlich einem dreidimensionalen Raster.

Ein Raster besteht aus einzelnen Rasterzellen/Voxeln (=> Volumen-Pixel. Die 3D-Version eines Pixels, also ein Würfel, wenn Sie so wollen). Jede Rasterzelle kann einen bestimmten Wert oder Zustand erhalten, der der Grundstein für eine Vielzahl von Funktionen im Framework ist.

Sie können ein beliebiges geschlossenes Polygon-Objekt (geschlossen = hat ein Innen und ein Außen) in eine solche "Volumen" genannte Darstellung umwandeln.

Diese Volumen können für die volumetrische Modellierung mit Constructive Solid Geometry verwendet werden. Aber sie können auch für beliebige volumetrische Vorgänge wie Emissionsquellen, Abnahme und ähnliches verwendet werden.

Strömungsdynamik

Das neue Framework umfasst Objekte mit auf physikalischer Basis beruhender Strömungsdynamik, um die folgenden Effekte zu simulieren:

  • Rauch
  • Feuer
  • Explosionen
  • Flüssigkeiten
  • hochviskose Flüssigkeiten (bis zu starrem Zustand)
  • flüssige Blätter

All diese Effekte basieren auf technisch ausgefeiltesten Algorithmen, um dem Benutzer die allerneuesten Technologien zu bieten. Technisch wird hier eine Kombination aus Simulations-Algorithmen benutzt, die auf Voxelraster und Partikeln basieren, was wiederum schnelle, qualitativ hochwertige und realistische Ergebnisse sowie einen sehr hohen Anteil an künstlerischer Steuerung ermöglicht.

Wie immer kann ein einziger Algorithmus vielleicht nicht alles abdecken, und darum hält das Framework auch Lagrange-Techniken (FLIP, PIC, SPH) und Euler-Techniken (Levelset, rasterbasiert) bereit, die der Benutzer zusammenkleben kann, um Effekte zu erstellen, die mit einem algorithmischen System allein nicht möglich wären.

Scripting / Xpresso

Xpresso, das Knotensystem von Cinema 4D, das für tiefergehenden Zugang zur Funktionalität von Cinema 4D und Thinking Particles sorgt, ist ein weiterer wesentlicher Bestandteil, der das Navié Effex Framework grundsätzlich unterstützt.

Navié Effex bietet Xpresso-Knoten für vollständigen Zugriff auf alle Daten des Frameworks. Darüber hinaus besitzt es weitere Knoten, um Funktionen und Algorithmen des Frameworks unabhängig von der Pipeline aufzurufen, z. B. ballistische Dynamik, Gradient-Knoten und ähnliche mehr.

Scripting ist die leistungsfähigste Funktion für schnelle Arbeitsvorgänge innerhalb einer Anwendung. Deshalb bietet das Navié Effex Framework COFFEE Scripting-Unterstützung für Raster-Kräfte, Partikel-Kräfte, Beschränkungen, Zellen-Operatoren und andere Objekte, um noch mehr Zugang in mehrere Pipeline-Stufen zu gewinnen.

 

Primitive Volumes

Media, forces and particles are emitted inside the volume of primitive 3d shapes such as box, sphere, ellipsoid, cylinder, torus and cone.

This is the most simple and fastest way of defining sources for your fluid simulation and is done with only a few clicks. 

All of these options can be modulated by the usual Cinema 4D noises, spatial spline graph falloffs and different types of emission rates.

Furthermore all media, forces and particles emissions can be controlled via Navié Effex' event handlers and other media channels (density of smoke controls amount of fuel emitted for example).

A very unique emission handling has been introduced by Navié Effex too, the keyframeless emission settings. You can define a start, a duration and a temporal intensity for the emissions, which not only speeds up your workflow but allows to time emissions without setting any keyframes!

Thinking Particles

C4D comes with a highly sophisticated particle system, namely Thinking Particles, that can interact with the fluid simulation with a few clicks.

This enables you to add gas emissions to any existing TP setup in no time and without much hassle.

TP motions can furthermore be coupled to the fluid simulation via Xpresso by adding a single Effex node which offers a straightforward way to increase the visual appearance of your TP setups or simply to be used as an alternative and flexible solution for custom emissions.

PARTICLE ATTACH

As Navié Effex contains five(!) proprietary particle systems that are directly used in the fluid simulation but that can also be used for custom tasks, it is necessary to provide the user with a tool that allows to attach arbitrary objects to these particles.

That is exactly what the Particle Attach object is used for.Particle Attach has a variaty of settings that let you attach (hence the name) clones of Cinema 4D objects to the particles' locations quick and easily. It supports the generation of C4D render instances (C4D 11.5 or higher) which enables you to also render millions of objects without running out of RAM.

Key Features Alignment

  • Travel Direction
  • Axis aligned
  • Billboard (Camera View alignment)

Support particle systems

  • Fluid Particles
  • Turbulence Particles
  • Foam Particles
  • Spray Particles
  • Water Particles

Fire & Explosions

There are different ways to simulate fire in Navié Effex. The most simple way is to define a high temperature which will generate burn products like soot that can be rendered as fire with the Gas Renderer.

This mode assumes that the combustion of fuel has already taken place, so you only simulate the resulting combustion products. A more sophisticated way which offers more complex controls is to use an additional fuel channel.

Via a temperature emission you can then define where to ignite the fuel and Navié Effex will calculate the combustion of the fuel. This can lead to much more realistic results than the simple fire mode and also allows to simulate more complex fire scenarios including explosion scenarios where the combustion reaction results in high and fast expansions of the fluid.

EDITOR PREVIEW

Unlike other commercial fluid simulation engines Navié Effex creates an instant 3D preview directly in the editor viewport of Cinema 4D which includes lighting and shading effects similar to the output of the final rendering.

The preview takes into account all available lights and can also show procedural details of the Gas Renderer like flow map noises while you are working and while the simulation is running.

The advantage of having the preview directly in your scene is that it fully integrates with the rest of your scene and you can directly check how the interaction between your simulation data and your scene looks like instead of estimating it from a preview window or in a full render.

This reduces production time drastically.

These scattering events are called multiple scattering and is one reason why clouds are so white or why they have overcasted edge areas.
You can imagine this would be immensely time-consuming to calculate.

But yes, the Gas Renderer also has a quick but physical solution to render this effect! Greatly increasing the realism of your smoke renderings.

Other key features:

  • VRay Rendering
  • Flow maps for additional procedural details following fluid flow
  • Render grid resolution independent from the simulation resolution
  • Render any simulation channel as smoke and/or fire
  • Physical fire rendering
  • Fire can light smoke
  • Fire supports Global Illumination
  • Rendertime advection
  • Adaptive raymarching
  • Fluid Particle Rendering
  • Optical Properties (Albedo, Absorption..)
  • Arbitrary density control via gradients
  • Multipass Generation for compositing purposes
  • Presets

Highly Viscous Liquids

This solver mode fully adds the viscosity solution to the inviscid liquids and can simulate even immensely high viscosity without ever blowing up (unlike other fluid simulation engines). It is therefore also unconditionally stable, even if you take higher time steps.

And again all this without needing any substeps! The viscous liquids exhibit advanced physical behaviors including realistic bending, buckling and coiling of liquids that are hard (or even impossible) to achieve in other fluid simulation engines.

Spray & Foam Spray and foam can be efficiently generated based on the water mesh body. The curvature of the mesh and the fluid velocity are taken as criteria to do so which is also known as the weber limit.

Spray and foam are represented as additional particles and can either be visualised using the Particle Attach object or the fluid mesher.


Each emitter can emit liquids with different viscosites and therefore you can simulate arbitrary amounts of liquids by simply defining different viscosities.

Variable Color

Variable coloring of liquids is also possible. You can assign and emit different colors for the different variably driven liquids (low density liquids may have green color, high density liquids red color, low viscosity liquids blue color and so on).

The color can then be extracted and rendered via the FSS Surface Shader.

Variable Customfield

If you have another variable property you would like to assign to a liquid, Navié Effex provides you with a custom variable field that you can read and modify with your own ideas via Xpresso.

For example assign certain mograph clone indices that are carried by the individual liquid.

Variable properties are a mighty tool in Navié Effex that allow you to work limitless and generate arbitrary effects and physical state changes. Your creativity is the limit!

Key features:

  • Fast meshing of millions of particles
  • Meshing size independent of C4D size
  • Exact size control
  • Marching Cubes
  • Marching Tetrahedra
  • Marching Tiles
  • Grid-based Smoothing
  • Cutting of meshes by other meshes
  • Own surface normals
  • Fluid mesh advection
  • Exact resolution control

However the shader can also read out other data from the current simulation frame such as velocity, vorticity, age, variable viscosity & density (liquids) or smoke, temperature, fuel and fire (gases) in order to visualise them on a surface.

FSS Curvature

This shader can read out and output the curvature of a polygon mesh. It can be used for identifying peaks on a procedural noise-driven ocean surface in order to mask and texture them as if there was foam on them. Another use would be in landscape texturing where you can texture peaks or flat areas. These are only the most obvious ways to use this shader!


TURBULENCES & SUB GRID LAYERS

Turbulence is one if not THE most important aspect in fluid simulations. Especially when we deal with fire and explosions turbulences are the key feature how we perceive the intensity of such events. That's why Navié Effex contains several ways to incorporate and style them in your simulations.

Vorticity Confinement

The most simple way is the so called vorticity confinement. This is a global way of defining the strength of vortices (turbulences are mostly nothing more than a bunch of vortices influencing the fluid flow).

It intensifies even the smallest vortices available in your simulation and therefore generates a natural turbulence which is useful and satisfying for a lot of slow to mid-fast fluid motions.

Turbulence Particles

Turbulence Particles are an advanced way to add physical-based turbulences to your simulations, where you want them and when you want them. They can generate vortices of arbitrary size, stretching and intensity to any fluid simulation and allow a high degree of artistic control.

They are especially useful to create highly turbulent motions exhibited by explosions and fires which would be impossible to create with the global vorticity confinement.

This is not much different to how a HyperNurbs in C4D works. So for better comprehension let's just paraphrase the above sentence by replacing some words:

Think of HyperNurbs layers as being resolution layers that you can put on top of your low-resolution polygon objectsand you get a higher resolution out of it. The polygon object is subdivided and you receive more polygons. You can then add smaller details on top using these extra polygons.

In C4D you would use for example a noise deformer on the hypernurbsed polygon mesh, in Navié Effex you use the Turbulence particles to add dynamic and physical turbulence details. This especially saves you a lot of RAM and production time, because the low-resolution simulation remains mainly the same.

If you would run a full simulation at that higher-resolution, it would not only take longer it would also make it much harder to keep the same motion because the physical nature of the simulation would introduce different turbulences and therefore the smoke would probably behave differently.

Local Caches

The local caches are loading slots that allow you to load cache states from the globally stored cache files and are available in almost all channels. That way you can define start states for any channel in order to let the simulation begin from a later point in (simulation) time.But there's more to it.

Especially when working with liquids or particles in general, you can load the fluid velocities from a global cache and use these velocities to drive an arbitrary amount of more particles through the simulation space and therefore gain more details without the need to resimulate the fluid velocities.

This enables you to have more particles used in meshing for example or to render more fluid particles with the Gas Renderer.

     
  • MAC: OSX 10.4
  • Win: Windows XP
  • C4D 11.5+ best stability

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