
I think it’s advantage is that it’s integrated into C4D so there’s no going back and forth, which is what it sounds like you were referring to. The plugin does have basic dynamics in order to designate collision objects to direct the flow, contain the fluid, etc. I only play with it occasionally so I’m not well versed in it, but from what little comparison I’ve done the standalone version has several advantages including being able to float objects, something the plugin cannot do. That’s right, Kale and I are using the RF plugin. I’ll keep playing with it and see if I can offer any better advice, but as I said before I only very occasionally use this plugin and so am relearning it each time I do. I would suggest lowering the resolution of the fluid until you get the simulation working the way you like, and then increasing it for the final rendering. The bugginess may also be a factor in why your simulation wasn’t working right, especially with the high number of particles and polygons you were working with. I notice a lot of bugginess with Realflow, including having the crown just stop working and having to delete and recreate it, which sounds like one of the issues you were having as well. One thing I noticed was that if you want your crown to appear when the objects hit the fluid you need to change the Creation Time to around 3.5 (the objects hit at around 105 frames, which would be 3.5 seconds).

1 and shrunk the fluid containers just to reduce the particle and mesh polygon counts. I’ve been looking at your file and in order to get any kind of reasonable simulation times I reduced the fluid resolution to.
