How to blend Flip simulation onto Ocean | Flip Fluids addon | Ocean Modifier || Blender
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- เผยแพร่เมื่อ 21 พ.ย. 2024
- This project is aimed at developing fairly advanced workflow using Blender, Flip Fluids addon and Davinci Resolve. The following 3 steps were used to seamlessly blend the flip sim into the ocean.
a.) Shrink wrap modifier is used on the ocean to wrap around the flip fluid (Optional)
b.) Lattice modifier used on flip surface to flatten the edges
c.) Gradient texture on flip surface to gradually fade into the ocean (Optional)
Flip Fluid Stats:
Cache size: 50 GB
Voxels: 40 million
White water particles: 50 million
Simulation time: 12 hours
Render time: 2 min per frame (see below)
Thanks to the following youtube channels for helpful ideas:
Flip Fluids, ArchiCraig CAD, George Tsianakas, 47guitartom, Dylan Neill & Ocean Sky
Flip Fluids addon for Blender:
For now, please visit official Flip Fluids website/channel for relevant information/tutorials.
Ocean animation tutorial:
• Blender Tutorial || Oc...
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Materials and HDRIs:
Polyhaven
Simulations:
Flip Fluids (Blender Market)
Ship model:
Blenderkit addon
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Blender version: 3.6 LTS, 4.0.1
Render Engine: Cycles (Optix)
Lighting: Nishita Sky Texture & HDRIs
Samples: 4096 samples with Optix Denoise @ 1440p resolution.
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Laptop: Acer Predator Helios 300
CPU: Intel® Core™ i7-12700H Processor
GPU: Nvidia GeForce RTX3070 Laptop GPU
RAM: 64 GB DDR5
Digital Pad: Ipad pro 2020 & Easy canvas app
Cloud: AWS EC2 (Amazon Web Services)
Audio and Video recording: Dolby IO app on iPhone 12 Pro max and iPad Pro 2020
Editing: Davinci Resolve 18
#blender #b3d #blenderanimation #render #cinematic
Music: Epidemic Sound
Wow ! It is nice to see my own model in this fantastic tutorial :D Feel free to use other models. More coming soon :)
Thank you so much for providing the model through blenderkit. I like your ship model very much and I used it in several of my ship wake animations. I’ll be using other models too and looking forward to more.
Now these are the tutorials many want but nobody on yt does it. Thankyou so much from all of us ❤
You’re very welcome. This walkthrough is being received with such warm gratitude. I’m so glad that I shared these tips with the user community. 🙂
This might sound hard to believe but... You literally save my day. I've been working on a project since the first december days and I didn't know how to blend my simulation with an ocean shot... And this appears, just in time to give me a happe new year ♥ thank you.
You’re very welcome. I’m so glad this was very helpful. 😊
Genius idea using lattices and shrink wrap!
Thank you so much!
I have been trying to find a video like this for a whole year. Even in that time (with my little experience) I couldn’t figure it out. Thank you so much for those videos!!!!!
You’re very welcome! I’m glad my videos are helpful. Thank you and stay tuned.
I remember seeing others that did this but I never figured out how they did it. THANKS YOU!
You're very welcome!
Finally! The hero we need!
🙂
Thankyou very much, inspiring indeed, I'd have been stuck at the lattice part.
I think I need to find myself a boat now thanks v.much
This is exactly what I needed. Thank you for spending the time figuring this out for us!
You're very welcome!
The tutorial i've waiting waiting for, thank you.
You're very welcome!
This is what i waiting for🔥
🙂
You are a godsend! Thank you for this tutorial, great explanation all the way through.
Thank you so much!
good combination of software. Looking forward to more tutorial in the future :)
Thank you!
Amazing technique! Thanks a lot for your work!
You’re very welcome!
If only the surface is baked with water from the volume, will the baking be much faster or will it be the same?
Very impressive techniques, appreciate you sharing the knowledge! Subbed
Thank you so much!
You are my new idol!! I want more! Bravo, you are impressive! More Tuto please!
Wow, thank you!
Amazing work! And really helpful tutorial!
Thank you so much!
Hello and thanks a lot for this incredibly detailed tutorial ! I'm trying to do something close to the end sequence of the ship going out of the water and I am having trouble. Even with high resolution simulation, I have a lot of surface tension and my water is way too thick given my spaceship's big volume, it should drizzle but is very blobby instead. Did you have any issues or do you have any tips for how you generated this sequence ?
Great combination! nice work
Thank you so much!
Very Cool Stuff!
Thank you!
Amazing video man, super cool use of techniques.
Question:: What are the main benefits of using shrinkwrap on ocean and not rendering the fluid sim? Does it render any faster?
Thank you so much! If we use shrinkwrap on both z directions, then we need not render the flip surface pass hence, we can save some render time.
This was very helpful. Thank you! 🙏🏼
You’re very welcome!
Hello, thanks for the tutorial, but I can't find the tab anywhere right now where I select in the Domain tab instead of Simulation - Surface
Great explanation
Glad it was helpful!
Pleaee do step by step procedure to get the waves and the white water.. It will be more useful
Sounds good. I’ll make a tutorial once I find some more time in my schedule.
Hi.. first of all your tutorials are out of this world so thank you for that. I had a quick question about flip fluids....my does my fluid come out unnatural like large dew drop rather than small water particles like yours..meaning the water look more like tap water than oceans...even if i bake it at 300 resolution.
You're very welcome! The voxel size should be proportional to the ocean scale. Usually for large scale sims, I tend to keep the voxel size at 0.2m or lower. Also large amount of whitewater adds to the scale. Moreover, I smooth out the fluid surface by increasing the iterations so that we don't see any huge blobs interfering with the ocean scale look.
@@blendercinematic thank you so much for your advice...I will try the setting for sure... I'm pretty new to blender so I always run into issues. Specially when it comes to fluid simulation
Thank you 🫡
😊
how can I simulate the white-water layer using the flip fluid ??
having a problem during importing ocean surface to simulation, surface pastes correctly but somehow ocean surface looks more flat and sharp like its not subdivided enough. Looks like ship sails on pixelated ocean 😅
This looks great! However, I’m concerned as to the amount of resources it takes up. Using a shrink wrap modifier around a flip sim will bog the system down a lot. Are you seeing major issues and multiple crashes? Just curious.
Thank you! The subdivisions required for shrinkwrap takes up a bit more RAM but other than that, it seems pretty stable. I'll be uploading more large scale flip sims using this technique. Stay tuned.
hello i hope you are well, need to ask this, if the shrinkwrap is on, that means you dont have to render the Fluid surface and it has the same output? Thank you and i hope your channel will grow.
Yes, correct. Thank you!
Hello, for some reason when I change the fluid material to the ocean material with displacement only. The fluid simulation shifts. Do you know why?
Looks great! I've got one issue.. If I put the shrinkwrap modifier in between the subdiv modifiers, my render times go crazy. Like 300 days to render one frame. Do you have suggestions?
Haha. That's strange. If that's the scenario, It should have taken several decades for me to render all animations in this walkthrough. You can contact me on discord if you'd like to troubleshoot the issue, details are on the about page of the channel.
Question: when setting my own up... At a resolution of 65 the fluid water works correctly, but when I change resolutions either up or down and re render the same scene, the fluid water level is higher or lower (above or below my ship model) depending on the resolution I have chosen.
How did you fix this issue?
how long did the bake of the final sequence take, and what res was the fluid at the end? 64 or 128?
For high res bakes of over 1024 domain resolution, the bake took about 15 hours.
@@blendercinematic what cpu and gpu?
I mentioned it in the video description.
Hello, the tutorial is very interesting and it will be very useful for my next project. However, when I get to the ‘shrinkwarp’ level it's impossible for me to get a good result. My fluid surface doesn't transfer correctly to the ocean and I have to admit that I don't understand why. And when I try not to render, obviously the number of subdivisions is too high and my graphics card can't keep up.
Here is my configuration:
Intel Core i7-10700 cpu
Nvidia Rtx Geforce RTX 2060 Super
64GB ram ddr4
Do you have any idea what the problem is?
Hi, nice system config. You can contact me thru email or discord and I’d be happy to help.
The downloaded 3d model usually penetrates through the liquid.
For a ship, a simple obstacle of similar shape will solve the problem, but for a living creature or something with motion, it is a bit troublesome.
Any suggestions?
Of course, the obstacle mesh should always be manifold (watertight). Try duplicating the mesh and use decimate modifier to reduce the mesh density and if necessary edit the mesh to make it manifold and then use this proxy mesh as the obstacle in the flip sim.
So basically, you are baking the simulation as a texture, then use it later. Can it work with little bit rougher ocean? I don't mean "storm", but let say I want like 1 meter waves, and the swell is clearly going on a direction?
I haven’t tried it yet.
🔥🔥🔥🔥
Thank you!
how you got that ship model ?when i get one from Sketchfab it wont have collision so the water just noclips the model
For any model, the mesh needs to be manifold for it to be an obstacle in Flip fluids. So few mods are required. If you need more help, I am available on discord the details of which are in the about page of the channel.
hey, how can u get those whitewater appear so much ?
There are several settings that need to be tweaked which is a bit much to explain through comments section. If you’d like to know more, you can contact me through email or discord and I’d be happy to help.
Been trying and failing to replicate the ocean material displacement. Are you able to share the tutorial blend file?
For the ocean material, please take a look at my ocean tutorial.
@@blendercinematic Thank you
Bro, even if I bake the sim in viewport it still a lot heavy, how did you make to see it properly without crashing?
It’s true that the scene is heavy but it’s manageable. If you’d like to know more, I’m available on discord the details of which are on the about page of the channel.
When I apply a material to a flip surface and look at the render preview, for some reason it is off to the side from the actual simulation 🤔.
Furthermore, it looks like one part of the white water is under the sea.
I can't think of any good solution 😭
I haven’t had a chance to try this yet but adding a displace modifier to the foam with the ocean displacement maps as texture might help.
@@blendercinematic
Thank you so much!
Everything went well😭
Good day to you - Could I ask you for aid?? I would like to try a Split the ocean - Moses style? How would I tackle this with Flip Fluids? Thank you kindly!
Hi, good day to you too. Short answer is by using flip fluid force fields to push the fluid away from the force field object which in this case could be a wall in the middle of the domain.
@@blendercinematic GREAT - I would love to test it... Is the processing time heavy? - I have an INTEL i9 20 Core - 32 Gigs DDR4 and Asus STRIX 1080Ti
I'll have to wait a bit to buy your software -Thank you :)
Most fluid simulations take quite a bit of time to bake, usually several hours and flip simulation is no exception. Your Compute power is awesome but your RAM might be limiting. I use 64Gigs of DDR5 and still seems limiting on a few occasions requiring large scale sims.
@@blendercinematic Thank you so much :)
It’s unfortunstely easy to see that the ship just started from standing still…
I agree. I'll try and improve the sim look step by step in my upcoming sims. Thank you for the feedback and stay tuned.
surface option not showing in simulation type..
There is an option of ‘remove mesh near boundary’ under FLIP fluid surface option. That should be enabled to get fluid surface.
@@blendercinematic thanks❤
Does this work on eevee?
Adaptive subdivision only works with cycles and experimental features need to be enabled.
My ocean looks pixelated. How to fix?
I have never seen that. Maybe resolution of the exr files or adaptive subdivision need to be increased.
hey i am using flip fluids version 1.6.0 and blender 3.2.2. I am not seeing surface tab. isn't it available in this version?
It should be available but I guess flip fluids v1.6 is built for newer versions of blender, so I haven’t checked its compatibility with older versions of blender.
which version youre using?
@@blendercinematic
Blender 4.0.1 with flip fluids v1.7.4
i got the solution, but my scene isnt creating much white water particles, csan you share your setting of ship scene @@blendercinematic
Please contact me on discord or email.
i will personally come and kiss you
Haha. Thank you so much!!