This is my first time working with Realflow and as such, I was faced with many difficulties caused by working between Maya and Realflow. First off, I built the scene in Maya after finding an appropriate backplate (which not being fully aware of the way realflow converts scale really became a nightmare) and then exported it into Maya as an SD file. Once in Realflow, I created a container, emitter, multiple K-Volumes, Noise Daemons, and finally gravity. I deleted them all from global links and set up the tree in exclusive links to give me better control over what was able to affect what. After that I began simulating the fluid pouring down over the side and into the basin of the river. This is where I discovered that my scale was completely off. A couple of rebuild of the scene later and after experimenting with global scaling option I had a rough fix. It wasnt until the final render of this that I was truly made aware of how far off my scale still is and in an updated version of this waterfall, I will have that fixed. I ended up using a second large emitter to fill the basin while the main emitter was pouring water over the top and found this combination to work well for what I needed. After finding a good point I created an Initial State and then let it simulate for the entire time line. After that was cached out I created 5 splash particle emitters and placed them one on top of another for the entire length of the falls from base to top and then simulated, tweaked setting and simulated again until I had found a combination that worked. I then did the same with foam (and attempted to with mist but failed to figure out a way to carry the mist over to Maya). Once all of these were simulated and cached out, I meshed the main fluid effect and exported it along with the splash and foam out and brought them into Maya 2012. Once back in Maya, I began to work on the shader for the water. I needed a dark, murky water (to match my reference video) so I experimented with different shader/lighting setups. I finally settled for using a directional light and a heavily modified version of the preset MMX Ocean shader. For the splash I took the particles, added a 3D Fluid container and turned the particles into surface emitters. As they fell, they would emit a very small amount of density with a high amount of swirl. I experimented with varying levels of dissipation and diffusion until I found a look I felt looked right (a high diffuse with low to mid dissipation), then I tweaked with the shading and built in lighting until i felt ok moving on. The foam I am still having issues rendering, and it has been suggested that I try using a different render tool than mental ray (i have plans to try rendering with Mantra or Vray and if I could get a hold of Krakatoa I would use that). This is still an early work and after learning more about Realflow, I may just go back and restart this project from step one instead of trying to insert fixes here and there. If there are any suggestions or critiques, please feel free to let me know, they are always appreciated.