In this Citizen video for 3ds max, we’ll continue working at the Fluids and Ocean series. 1st of all we’ll have to finish the FR version of our basic 3ds max scene, so we’ll prepare the sphere shader using the FR Advanced material trying to replicate same Mental Ray setup. Then we’ll move forward to introduce the fluid dynamic chapter. We’ll take a look at basic workflow and UI in RealFlow. We’ll see how it works preparing a simple simulation with a basic particle emitter, then adding gravity daemon, working with initial state and fluid resolution issue and checking how to prepare the fluid mesh and how to optimize it.