this video format is really good! How you explain and go over exactly how you recreated a realistic wave using the info, notes, and research you provided!
Tbh, this is waaaay more detailed and surprisingly useful than a step by step tutorials that flood the internet, and i loved it! Hoping to see more of these (name this thing please). Its amazing!
Normally I try to leave a witty pun in the comments, but the sheer amount of dedication and effort that went into this genuinely left me speechless. Thank you so much for sharing the final render as well as everything leading up to it. This was an amazing 12-minute watch!
As a fellow CG artist that uses flip fluids as well, I've found that there are ways to alter your settings to make more realistic foam that stays on the water, simply turning up the max particle amount and generation rate a ton helps a lot, but just play around with the settings until you find something nice. It's too complex to describe the perfect setup but I know for a fact it's possible, but the simulation itself is beautiful. I've tried doing waves myself but I really only did half the job right, I didn't put as much effort into the pushers/reefs as you did so this video comes to a great amount of help to me!
Taking that long to bake and render just this tiny little sliver of animation really makes your mind explode when you think of 100% CG pixar/disney movies.
Still one of the best-researched and tested "tutorials" out there for something like this. I have a lot of respect for how much effort you put into this and the results speak for themselves (even 3 years later, I still reference this for your ABCD testing and analysis
See by doing this amount of work in your project, you inspire and spark, hopefully, others to create new add-ons and improve the ability of future projects. Now I REALLY want to get into this again
this is such a fantastic project! Just as someone who is new to blender but has a lot of experience in the water, I think it would have been really cool to further develop the topology of the ocean floor, for example creating a longer area between the "reef" and beach would allow more time for the wave to curl and become a tube, but the main thing would be to create a point of sorts which would allow one side (or the center) to lift up and break first, creating the tapering break that progresses across the wave and is what allows for surfable waves. In this simulation the waves are "close-outs" or waves that break all at once and close off the rideable area on the unbroken face of the wave. In the drone shot you can see the reef at pipeline starts off wide at the beach and then comes to a more narrow point where the "peak" (area that breaks first) is.
The reason why the reef irl is so good it because the floor is rough and rigid, unlike sand and this causes much more drag, if you could implement this somehow then you would have a much better result
If you do end up revisiting this project, try increasing the swell period substantially. This will limit a lot of the backwash that interfears with the incoming wave. You could also try increasing the distance from the pusher and the break and scale up the pusher to compensate for the decreased swell size over that distance. Great video and a great new format. Thanks!
That is extremely impressive , but I guess if those black spheres issue solved you may have nailed it 80% , maybe transmission bounces in cycles is the problem ?
Very cool video, but I would like to add one note. The best real-world surfable waves usually tend to break along a line to the left or right. This is due to the line of the swell meeting the shallow land at an angle. So instead of having the whole swell meet the beach all at the same time, you should try angling the shoreline so that the wave peels along the shore as it breaks one small bit at a time. Look up pictures of point breaks like Jeffrey's Bay or Chicama, and you'll see what I mean. This will also direct the backwash away from the wave source resulting in less interference.
Wow nice job! One thing to note is that a proper breaking wave (A-frame shaped) needs a reef or protrusion under the water to kick off the peeling action in a specific spot. That is how you get a nice curling wave with a "face". Take a look at the book "Surf Science" for a good easy read on how waves form and ultimately break
Agreed, baking simulations at that scale would be so dope! I might suggest choosing a different thumb though? Some people might feel click-baited if you use a real photo for a 3D video tutorial.
Your research is *highly* appreciated, great work. I think one thing I might look into further testing is, different speeds of the wave generators for each style, and then also how seafloor variation affects the results (ie some rocks jutting out here and there for a wider sim). Also really appreciate your insights in the what could further investigated, like calling out the mist and sand cloud. Something interesting I wouldn't have thought of myself necessarily.
It is crazy Dude, I wasn't ready to see a physical explanation of how waves are made. reaaaaaalllly interesting, passioning! thanks so muck, keep it up!
I fucking LOVE this video style Its very professional, and reminiscent of other video creators that mainly focus on physics, science, or related cool things Much better than the sudden jolt of a guy in bland dark gray blender talking about waves
this is still one of my ALL-TIME-BLENDER you tube video favorites. I come back to this video every time I think about a water and sea animation. a great learning material thx a TON
I'm very impressed with your focus and dedication. I have wanted to create a convincing 3-D wave, integrating a rider carving the face, leaving the wake of white water.
it is insane how well your physical model works for this! The only setting I would have tweaked in the display of the fluids would be to bring the size of the whitewater particles down by a bit and increase the total number of whitewater particles to give you more sea foam/whitewater in the break, other than that this is incredible!
FLIP fluids create a certain pattern that is very easily noticable for me. Very easy to see (sea) lol when FLIP is being used. That kinda kills it for me most of the time. There's something about it thats not random enough. The pattern i am talking about is most easily see-able at 8:53 in the foam. I also see this in other FLIP fluids videos. Its an dispersing algorithm or something i think? No way of telling without seeing the code. But its very noticable. Kinda like how pre-made render engines without customization are very easy to spot. Awesome video btw! Love how you break it down! :)
One thing that I would've done (if i knew how to do any of this) is change the pusher to be at an angle with the shore, rather than parallel. That way the wave hits the shore at different times. Either way, very impressive video. Great job.
How would it not make it hit at different times? It would start some of the wave further back form the side of the pusher furthest from the shore, and start the other side of the wave closer to the shore line, the side of the pusher that is closer to the shore. Like this Shore Line: | ~ ~ ~ \ Pusher
What he is saying is to rotate the pusher around the vertical axis so that when it pushes the water, the curling wave kind of forms and crashes sequentially, like on the real world where the waves make that space where the surfer usually surfs in while the wave is collapsing
when you do this kind of project it's so frustrating to see that after so much time spent on a project the result is not as realistic as you wished it were... simulations are really hard to render! thanks for the hard work and thanks for sharing with us the process and the time it took you
This video is absolutely brilliant! Love what you’ve done here. As an avid surfer and CG artist I’ve always wanted to try experimenting with fluid dynamics to explore bottom contours and their effects on waves. There’s a lot of really interesting stuff happening with man-made surf parks (Kelly Slater’s pool, the NLand park in Austin and the BSR Surf Ranch in Waco) this all experimented with small scale models and I’m sure some simulations too but now after seeing this I would love to see how different wave frequencies and contours effect each other! My mind is racing! Thanks again for this!!
There is a variable called the Irabarren number which is a good indication of the type of breaker you're going to see. It's a function of seafloor slope, wave height (controlled by how far a wave paddle is pushed over one cycle) and wave period (controlled by how fast the wave paddle completes one cycle). For surfing type waves, you're looking for "plunging" breaker which occur for 0.5
I love this! Feels like I am watching a science video while at the same time watching something I am familiar with and very interested in! Love it! Please do more of these!
Hi. Awesome. I'm not that good at Blender but making a great looking wave is something the surfer in me has dreamed of for years. This is the best breaking wave ive ever seen. I would love to see you add a triangle see floor... that is, from above, the floor would shallow from the tip of a triangle and end up at the shore at the base of the triangle. This would create a peeling wave. The blow out you spoke of is called spitting.
your tuts/downloads have always been great. this tut however is exceptional. there is no amount of thanks I could give you for all that you have given to the blender community. please keep it up, & thanks a million...
Incredible project! Honestly, and I don't mean to hurt your feelings with it, but I think the research and project where more interesting then the final result. I'll definitely use this approach to my projects, thank you so much!
This video is precious on the actual thought process used to tackle this kind of simulation situation. Great work on the editing, really, an inspiration for aspiring artist to follow for technical approach to solving a situation.
O. M. G. Grant!! This was amazing discovery and review of the FLIP Fluid Add On. You put so much work into this - and it shows. You're bound for greatness! Keep at it!
Awesome! You should try a sandbar style floor. Comes up to shallow depth for a bit then drops back to deeper until gradual incline up to shore. I feel like there are some surfing spots that are good because of sandbars.
Thank you for putting all your hard work into this, and sharing your experiences and observations; these nuggets of wisdom are absolutely invaluable for those of us (yes, that includes me) who are just getting into the wonderful world of animation. This new format is just AWESOME, and no apology is needed!
very nice work. Hope you had a read of Nikolaj Baer's comments below about surf science and bottom shape. It looks like with sufficient accuracy of seafloor and swell angle (which is critical to good waves) you would have made very realistic surfable waves. Considering you are a landlubber that was a great effort and accurately created a "shore dump", an unrideable but common wave that occurs with exactly that sort of beach shelf bottom angles and head on 90 degree swell. Good waves require angled swell so the wave peels along the beach or hits a lateral gradient sandbank or reef. Wind has quite an effect on wave shape and "offshore breeze" can hold up a wave face longer . Would be interesting to see how realistic blender could make it all look with even more detailed aspects to the sim. Nicely done
Man.. this is insane! Can I ask you some questions? -Can You help me understand the water's "world size" settings?! HOW did you get the water to be "ocean sized" compared to the size of liquid that exists in a cup of water? -Also, how did your machine accomplish all that rendering?! Do you have more than one computer to use if one of them is rendering for a whole week? What is your workflow? Do you have a render-machine or something, exclusively for rendering? -Can I know your workstation and rendering machine's specs, please? I'm just trying to figure out how to upgrade my setup. This video was incredible! Thanks!
In the FLIP Fluids addon, The 'World Size' parameter can be used to set the scale of the fluid physics. In smaller scales, fluids will move faster and behave more like a cup of water. In larger scales, the fluid will move more slowly like waves in an ocean. By default with the World Size option disabled, the physics scale will be 1 Blender unit = 1 meter in the simulation. So if your domain is 10 Blender units long, it will behave as if it is 10 meters long in the simulation. When the World Size option is enabled, you can set a specific scale for the domain. The World Size value sets the length of the domain to match this value in meters. So if you set this value to 20, the longest side of the domain will behave as if it is 20 meters long. Hope this helps!
GREAT VID! Another factor which would seem to affect the foaminess of the water would be it's chemical content. Salt water foams much more so than fresh water. This must have something to do with how salt affects the water's surface tension. Just a thought IMHO.
That was super-informative. I love your explanation style. It's not a software tutorial, it's a how to think tutorial. Very helpful. So... this was 2.79 -- you were mentioning your technical limitations. Have you revisited this, or thought about revisiting now in 2.9 - Flip Fluids has updated their software, Blender has had many updates, and hardware has come a long way (as have render farms, if nothing else) -- love to hear your thoughts on what it might look like these days.
I live 3minutes away from the sea, and yeah, those look like real waves, though they look like the ones you can't surf because they crash too close to the seafloor, like when the tide is high here. Here in Zarautz at least the good waves are the ones that break further inshore, they break with plenty of water underneath because they are bigger. I would love to see the same thing you did but in a different scale: with the wavemaker being shorter, so that there is only one peak of the wave and breaks to both sides and also I would make it to be more inshore so that big waves can be formed, then break and finally continue their way as surf to the shore. All in all this is great! Also, I almost forgot to mention this. Putting the wave make further inshore would make something very funny. Depending on the day wave period changes (wind stuff that I don't know), but I do know, that the days the period is low we have the best waves and also every 5 waves or so (this being very variable) there are two or one that are massive, they obviously have to do with a phasing phenomena, I guess it has to do with he velocity of the wind and the wave friction, they behave as such that when they are in sync some waves are way bigger, then they get smaller, and eventually they sop for a minute or so, to begin again. Hope this helps!
Pipe is a fairly long wave and certainly not a shore break so a gradient that evens out closer to the end would give more realistic results (assuming he wants a close simulation to pipe) And it would be interesting to replicate the sea floor further out and have the pusher further out aswell to see if that will change the way it breaks. although it may be hard to find a height map of the area.
I hope you guys enjoy this new video style! If you have any questions, feel free to drop a comment below :)
I missed your videos iv quite and stopped using blender but idk why I keep watching your videos
pls make a more in-depth tutorial where you show your settings.
Can blender simulating a ship in the ocean like PhoenixFD?
You didn't mention your rendertime in regards of resolution dependend on hardware settings.
It was a bit anti climactic lol
I drooled, literally
Yaann!!
im sure everyone drooled
Hello
Wtf me too, why??
Yeah
5 years later and this has got to be the best case study for waves out there! well done
That simulation at the end looked great! omg
this video format is really good! How you explain and go over exactly how you recreated a realistic wave using the info, notes, and research you provided!
Tbh, this is waaaay more detailed and surprisingly useful than a step by step tutorials that flood the internet, and i loved it! Hoping to see more of these (name this thing please). Its amazing!
Normally I try to leave a witty pun in the comments, but the sheer amount of dedication and effort that went into this genuinely left me speechless. Thank you so much for sharing the final render as well as everything leading up to it. This was an amazing 12-minute watch!
As someone who has spent a few days getting a setup like this to work with fluid particles, your result is all the more impressive.
Awesome video - hopefully blender's capabilities will continue to improve in this area
The way you surf is so magical looking, I thought it was CG and simulation
As a fellow CG artist that uses flip fluids as well, I've found that there are ways to alter your settings to make more realistic foam that stays on the water, simply turning up the max particle amount and generation rate a ton helps a lot, but just play around with the settings until you find something nice. It's too complex to describe the perfect setup but I know for a fact it's possible, but the simulation itself is beautiful. I've tried doing waves myself but I really only did half the job right, I didn't put as much effort into the pushers/reefs as you did so this video comes to a great amount of help to me!
Taking that long to bake and render just this tiny little sliver of animation really makes your mind explode when you think of 100% CG pixar/disney movies.
Still one of the best-researched and tested "tutorials" out there for something like this. I have a lot of respect for how much effort you put into this and the results speak for themselves (even 3 years later, I still reference this for your ABCD testing and analysis
This video could attract others big Blender YTubers too. Great mann.
See by doing this amount of work in your project, you inspire and spark, hopefully, others to create new add-ons and improve the ability of future projects. Now I REALLY want to get into this again
Very nice work! Presented like a true research project!
This video seems a well-made science documentary rather than a Blender tutorial. I love how he organize the video. Good job!
I found this video 2-3 years ago. you inspired me to get into Blender. Thank you. I'm glad I found it again :)
this is such a fantastic project! Just as someone who is new to blender but has a lot of experience in the water, I think it would have been really cool to further develop the topology of the ocean floor, for example creating a longer area between the "reef" and beach would allow more time for the wave to curl and become a tube, but the main thing would be to create a point of sorts which would allow one side (or the center) to lift up and break first, creating the tapering break that progresses across the wave and is what allows for surfable waves. In this simulation the waves are "close-outs" or waves that break all at once and close off the rideable area on the unbroken face of the wave. In the drone shot you can see the reef at pipeline starts off wide at the beach and then comes to a more narrow point where the "peak" (area that breaks first) is.
The reason why the reef irl is so good it because the floor is rough and rigid, unlike sand and this causes much more drag, if you could implement this somehow then you would have a much better result
If you do end up revisiting this project, try increasing the swell period substantially. This will limit a lot of the backwash that interfears with the incoming wave. You could also try increasing the distance from the pusher and the break and scale up the pusher to compensate for the decreased swell size over that distance. Great video and a great new format. Thanks!
That is extremely impressive , but I guess if those black spheres issue solved you may have nailed it 80% , maybe transmission bounces in cycles is the problem ?
Very cool video, but I would like to add one note. The best real-world surfable waves usually tend to break along a line to the left or right. This is due to the line of the swell meeting the shallow land at an angle. So instead of having the whole swell meet the beach all at the same time, you should try angling the shoreline so that the wave peels along the shore as it breaks one small bit at a time. Look up pictures of point breaks like Jeffrey's Bay or Chicama, and you'll see what I mean. This will also direct the backwash away from the wave source resulting in less interference.
Wow nice job! One thing to note is that a proper breaking wave (A-frame shaped) needs a reef or protrusion under the water to kick off the peeling action in a specific spot. That is how you get a nice curling wave with a "face". Take a look at the book "Surf Science" for a good easy read on how waves form and ultimately break
Really cool man! Is that thumbnail a render??!
CG Geek The thumbnail is a photo. I wish I had a system powerful enough to bake a simulation of that size though.
Agreed, baking simulations at that scale would be so dope! I might suggest choosing a different thumb though? Some people might feel click-baited if you use a real photo for a 3D video tutorial.
Definitely feels a bit disingenuous to have a photo for a thumbnail.
you could always use Images as Planes to get the thumbnail blenderfied
lol true haha. Just in my experience people expect the thumbnail to be the finished result of a 3D tutorial.
The best waves simulation i've ever seen in blender! And a very serious pproach to the problem.
Your research is *highly* appreciated, great work. I think one thing I might look into further testing is, different speeds of the wave generators for each style, and then also how seafloor variation affects the results (ie some rocks jutting out here and there for a wider sim).
Also really appreciate your insights in the what could further investigated, like calling out the mist and sand cloud. Something interesting I wouldn't have thought of myself necessarily.
It is crazy Dude, I wasn't ready to see a physical explanation of how waves are made. reaaaaaalllly interesting, passioning! thanks so muck, keep it up!
I fucking LOVE this video style
Its very professional, and reminiscent of other video creators that mainly focus on physics, science, or related cool things
Much better than the sudden jolt of a guy in bland dark gray blender talking about waves
this is still one of my ALL-TIME-BLENDER you tube video favorites. I come back to this video every time I think about a water and sea animation. a great learning material thx a TON
I'm very impressed with your focus and dedication. I have wanted to create a convincing 3-D wave, integrating a rider carving the face, leaving the wake of white water.
Your attention to detail is inspiring.
It'd be interesting to see what would happen if the wave came in diagonally!
it is insane how well your physical model works for this! The only setting I would have tweaked in the display of the fluids would be to bring the size of the whitewater particles down by a bit and increase the total number of whitewater particles to give you more sea foam/whitewater in the break, other than that this is incredible!
Holy shit 4 months of production? Goddamn that's dedication.
honestly bro you did us all a service because trial and error takes ages with these bake times. Very interesting video and explained really well.
Didn't expect you to get such a good result. Wow. Well done
FLIP fluids create a certain pattern that is very easily noticable for me.
Very easy to see (sea) lol when FLIP is being used.
That kinda kills it for me most of the time. There's something about it thats not random enough.
The pattern i am talking about is most easily see-able at 8:53 in the foam.
I also see this in other FLIP fluids videos. Its an dispersing algorithm or something i think?
No way of telling without seeing the code.
But its very noticable. Kinda like how pre-made render engines without customization are very easy to spot.
Awesome video btw! Love how you break it down! :)
As for now with Blender 3.5 I could reproduce this in a couple of days even on my outdated PC (4 cores/8GB RAM)
Huge improvements by the Blender team!
One of the best Blender videos I've ever seen
wow thats detailed
beautiful work sir, you've changed the space!
One thing that I would've done (if i knew how to do any of this) is change the pusher to be at an angle with the shore, rather than parallel. That way the wave hits the shore at different times. Either way, very impressive video. Great job.
How would it not make it hit at different times? It would start some of the wave further back form the side of the pusher furthest from the shore, and start the other side of the wave closer to the shore line, the side of the pusher that is closer to the shore. Like this Shore Line: | ~ ~ ~ \ Pusher
What he is saying is to rotate the pusher around the vertical axis so that when it pushes the water, the curling wave kind of forms and crashes sequentially, like on the real world where the waves make that space where the surfer usually surfs in while the wave is collapsing
when you do this kind of project it's so frustrating to see that after so much time spent on a project the result is not as realistic as you wished it were... simulations are really hard to render! thanks for the hard work and thanks for sharing with us the process and the time it took you
This video is absolutely brilliant! Love what you’ve done here. As an avid surfer and CG artist I’ve always wanted to try experimenting with fluid dynamics to explore bottom contours and their effects on waves. There’s a lot of really interesting stuff happening with man-made surf parks (Kelly Slater’s pool, the NLand park in Austin and the BSR Surf Ranch in Waco) this all experimented with small scale models and I’m sure some simulations too but now after seeing this I would love to see how different wave frequencies and contours effect each other! My mind is racing! Thanks again for this!!
Thats sooo awesome!!!! It looks soooooo real
There is a variable called the Irabarren number which is a good indication of the type of breaker you're going to see. It's a function of seafloor slope, wave height (controlled by how far a wave paddle is pushed over one cycle) and wave period (controlled by how fast the wave paddle completes one cycle). For surfing type waves, you're looking for "plunging" breaker which occur for 0.5
Thanks for this insight! I'll have to look into this more :)
You could certainly use a particle system to drive a smoke simulation - to generate that mist :) and or the sand disturbance.
I love this! Feels like I am watching a science video while at the same time watching something I am familiar with and very interested in! Love it! Please do more of these!
"technical limitations" decoded: "Because I didn't know how." 10:27 - 10:40
Go to excuse in all my reports
Hi. Awesome. I'm not that good at Blender but making a great looking wave is something the surfer in me has dreamed of for years. This is the best breaking wave ive ever seen. I would love to see you add a triangle see floor... that is, from above, the floor would shallow from the tip of a triangle and end up at the shore at the base of the triangle. This would create a peeling wave. The blow out you spoke of is called spitting.
I've heard this before! If I ever revisit this project I'll absolutely be doing that :)
your tuts/downloads have always been great. this tut however is exceptional. there is no amount of thanks I could give you for all that you have given to the blender community. please keep it up, & thanks a million...
Most standard blender users don't have that power to really pull that off. Nice attempt.
Incredible project! Honestly, and I don't mean to hurt your feelings with it, but I think the research and project where more interesting then the final result. I'll definitely use this approach to my projects, thank you so much!
This video is precious on the actual thought process used to tackle this kind of simulation situation. Great work on the editing, really, an inspiration for aspiring artist to follow for technical approach to solving a situation.
Waw!!!!!!!!!!!. Great job. Enjoyed your research. Congrats for the work!!!
Really well presented... watched the whole thing and I do not even use Blender. Very informative.
Wow, I like this detailed format on computer graphics.
I am from Hawaiʻi, so it is also cool to have the islands as part of your inspiration.
Hi austronesian brother.i am from bali indonesia
I love that this video feels more like a science lab than anything else. Very cool style of video, please do more!
I still think this is one HELL of an incredible project. Amazing stuff.
Hopefully we will have such waves in video games in the future. That would be beyond awesome
O. M. G. Grant!! This was amazing discovery and review of the FLIP Fluid Add On. You put so much work into this - and it shows. You're bound for greatness! Keep at it!
i've watched this video for god knows how many time, really great content!
Awesome, so freakin awesome, thanks Remington!
Wow, is like a lab experiment, so interesting, thank u for the video
Very nice. I pointed it out on the blenderartists flip fluids thread.
Beautiful work man!
I LOVED the shot under the water. Your attention to detail was amazing!
I am not sure if mist or sand would take it to the next level, but white water and smaller particles definitely would. Good simulation anyway!
Amazing and Incredible journey.
Awesome! You should try a sandbar style floor. Comes up to shallow depth for a bit then drops back to deeper until gradual incline up to shore. I feel like there are some surfing spots that are good because of sandbars.
You made a lot of waves with this video.
Most Awesome Tutorial about Wave simulation!!!! Thanks Guy!
Thank you for putting all your hard work into this, and sharing your experiences and observations; these nuggets of wisdom are absolutely invaluable for those of us (yes, that includes me) who are just getting into the wonderful world of animation.
This new format is just AWESOME, and no apology is needed!
An entire week rendering! Wow 😗
Oh. WOW WTF DUDE THAT'S FREAKING AMAZING!!!
Very nice video. Good to see that Blender is getting this powerful. Thanks for sharing all your work with us.
You're the best! Thanks for putting in so much effort!
Nice experience, thanks for sharing it. 😃
very nice work. Hope you had a read of Nikolaj Baer's comments below about surf science and bottom shape. It looks like with sufficient accuracy of seafloor and swell angle (which is critical to good waves) you would have made very realistic surfable waves. Considering you are a landlubber that was a great effort and accurately created a "shore dump", an unrideable but common wave that occurs with exactly that sort of beach shelf bottom angles and head on 90 degree swell. Good waves require angled swell so the wave peels along the beach or hits a lateral gradient sandbank or reef. Wind has quite an effect on wave shape and "offshore breeze" can hold up a wave face longer . Would be interesting to see how realistic blender could make it all look with even more detailed aspects to the sim. Nicely done
I love the video style, hope you do more like this.
That looks really nice tbh.
Beautiful video as regard the way getting to the truth or near to it...impressive
Man.. this is insane! Can I ask you some questions?
-Can You help me understand the water's "world size" settings?! HOW did you get the water to be "ocean sized" compared to the size of liquid that exists in a cup of water?
-Also, how did your machine accomplish all that rendering?! Do you have more than one computer to use if one of them is rendering for a whole week? What is your workflow? Do you have a render-machine or something, exclusively for rendering?
-Can I know your workstation and rendering machine's specs, please? I'm just trying to figure out how to upgrade my setup.
This video was incredible! Thanks!
In the FLIP Fluids addon, The 'World Size' parameter can be used to set the scale of the fluid physics. In smaller scales, fluids will move faster and behave more like a cup of water. In larger scales, the fluid will move more slowly like waves in an ocean.
By default with the World Size option disabled, the physics scale will be 1 Blender unit = 1 meter in the simulation. So if your domain is 10 Blender units long, it will behave as if it is 10 meters long in the simulation.
When the World Size option is enabled, you can set a specific scale for the domain. The World Size value sets the length of the domain to match this value in meters. So if you set this value to 20, the longest side of the domain will behave as if it is 20 meters long.
Hope this helps!
GREAT VID! Another factor which would seem to affect the foaminess of the water would be it's chemical content. Salt water foams much more so than fresh water. This must have something to do with how salt affects the water's surface tension. Just a thought IMHO.
you don't stop to surprise me with your amazing videos! I wish there were more of them . Enjoyed this informative "tutorial"
That was super-informative. I love your explanation style. It's not a software tutorial, it's a how to think tutorial. Very helpful. So... this was 2.79 -- you were mentioning your technical limitations. Have you revisited this, or thought about revisiting now in 2.9 - Flip Fluids has updated their software, Blender has had many updates, and hardware has come a long way (as have render farms, if nothing else) -- love to hear your thoughts on what it might look like these days.
This indeed looks very convincing given the shortcomings you mention in the video.
Well done!
That looks so clean!!!
This turned out great. Great work Grant! Add some smoke to the particles! Maybe fake the underwater sand dust. Have the smoke flow with the particles.
very bad ass..thank You for sharing!
Great format and sim! I really love your approach in order to tackle the workflow. I just hit the subs button ;)
I live 3minutes away from the sea, and yeah, those look like real waves, though they look like the ones you can't surf because they crash too close to the seafloor, like when the tide is high here.
Here in Zarautz at least the good waves are the ones that break further inshore, they break with plenty of water underneath because they are bigger. I would love to see the same thing you did but in a different scale: with the wavemaker being shorter, so that there is only one peak of the wave and breaks to both sides and also I would make it to be more inshore so that big waves can be formed, then break and finally continue their way as surf to the shore.
All in all this is great!
Also, I almost forgot to mention this. Putting the wave make further inshore would make something very funny. Depending on the day wave period changes (wind stuff that I don't know), but I do know, that the days the period is low we have the best waves and also every 5 waves or so (this being very variable) there are two or one that are massive, they obviously have to do with a phasing phenomena, I guess it has to do with he velocity of the wind and the wave friction, they behave as such that when they are in sync some waves are way bigger, then they get smaller, and eventually they sop for a minute or so, to begin again. Hope this helps!
Thanks for the tips! I'll definitely keep those ideas in mind if I ever revisit wave simulation :)
Very nice and creative style, keep going !
Never seen much cooler video than this. Great job bro!
Incredible work and analysis!
Nice to see Grant doing his own stuff again :)
Pipe is a fairly long wave and certainly not a shore break so a gradient that evens out closer to the end would give more realistic results (assuming he wants a close simulation to pipe) And it would be interesting to replicate the sea floor further out and have the pusher further out aswell to see if that will change the way it breaks. although it may be hard to find a height map of the area.
awesome project you did, your effort of creating to make it realistic is what is counts after all good explanation and demonstration on your part.
OMg 😍👌😍 this is the best tutorial of blender I ever had saw