ไม่สามารถเล่นวิดีโอนี้
ขออภัยในความไม่สะดวก

Spaceship rising out of Ocean - version 2 | Flip Fluids | Ocean Modifier || Blender Animation

แชร์
ฝัง
  • เผยแพร่เมื่อ 12 มี.ค. 2023
  • This project is aimed at developing fairly advanced workflow using Blender, Flip Fluids addon and Davinci Resolve. The use of flip attributes to color the water white depending on the speed & velocity of flip water is the major improvement from previous version. This was achieved by mixing Flip fluids preset waterfall_ff_1a into ocean displacement and gradient texture of the fluid surface material. Hope you find this interesting and informative.
    Breakdown/Walk-through on how to blend flip sim with ocean:
    • How to blend Flip simu...
    Thanks to the following youtube channels for helpful ideas:
    Flip Fluids, ArchiCraig CAD, George Tsianakas, Dylan Neill & Ocean Sky
    Flip Fluids addon for Blender:
    For now, please visit official Flip Fluids website/channel for relevant information/tutorials.
    Ocean animation:
    • Blender Tutorial || Oc...
    Geometry nodes and efficient use of RAM & VRAM:
    How to use vertex groups in Geometry nodes for creating landscapes
    • How to use vertex grou...
    How to Array instances using Geometry Nodes and use less RAM
    • How to Array instances...
    -----------------------------------------------------------------------
    Materials and HDRIs:
    Polyhaven
    Simulations:
    Khaos (fire, smoke and explosion simulations)
    -----------------------------------------------------------------------
    Blender version: 3.3 LTS
    Render Engine: Cycles
    Lighting: Nishita Sky Texture & HDRIs
    Samples: 512 samples with Open Image Denoise @ 1080p resolution.
    -----------------------------------------------------------------------
    Laptop: Acer Predator Helios 300
    CPU: Intel® Core™ i7-12700H Processor
    GPU: Nvidia GeForce RTX3070 Laptop GPU
    RAM: 48GB 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

ความคิดเห็น • 22

  • @blendercinematic
    @blendercinematic  7 หลายเดือนก่อน

    Breakdown/Walk-through on how to blend flip sim with ocean:
    th-cam.com/video/TwJiGmCfaV4/w-d-xo.html

  • @Greatest.p
    @Greatest.p ปีที่แล้ว

    Honestly i thought this was out of Houdini. I think this is the compliment you needed. Thanks for sharing.

    • @blendercinematic
      @blendercinematic  ปีที่แล้ว +1

      Thank you so much for the kind compliment. You made my day 🙂 I was trying to get fluid simulations in Blender as close to Houdini as possible.

    • @Greatest.p
      @Greatest.p ปีที่แล้ว +1

      @@blendercinematic and congratulations! you made it, i experimented a lot with flip fluids and mataflow it's just so bad...I am surprised with the quality you achieved very impressing indeed!

  • @Advanced_Wallah
    @Advanced_Wallah ปีที่แล้ว

    Awesome 👍

  • @chidiebere2376
    @chidiebere2376 10 หลายเดือนก่อน

    Good job, but I fill like blender's fluid solver is extremely limited in many ways 😑😑 because you can see the repetition in the fluid simulation.
    But above all, Nice. 👍

    • @blendercinematic
      @blendercinematic  10 หลายเดือนก่อน

      Thank you so much! I agree. I'm just exploring the possibilities.

  • @DylanNeill3D
    @DylanNeill3D ปีที่แล้ว

    Nice work!

    • @blendercinematic
      @blendercinematic  ปีที่แล้ว

      Thank you so much for your kind compliment Dylan. It means a lot to me. Your work on creating large scale oceans in Blender is so valuable and inspiring.

  • @VDMpeniel
    @VDMpeniel ปีที่แล้ว

    Awesome job! It would be great to have a tutorial on how to achieve that level of realism and how to mix the flip simulation with the ocean sim.

    • @blendercinematic
      @blendercinematic  ปีที่แล้ว +1

      Thank you. I would definitely like to share. This is good but I'm working on improving the blend between flip and ocean and once done, I'll make a tutorial on flip fluids and also the mixing part.

  • @fexvfx
    @fexvfx ปีที่แล้ว

    As an Houdini user this Blender scene is almost exactly how it works in Houdini. In Houdini the water surface gets only pushed up with the velocity attribute from particle movement and pyro,
    but it‘s fun to play around with some simple Blender flip forces.
    Cool strategy with the torus.
    Very well done!
    (But how the hell Blender survived this high bake resolution…? 😂)

    • @blendercinematic
      @blendercinematic  ปีที่แล้ว +1

      Thank you so much! I actually took some time to study how Houdini handles large scale fluid sims and tried to find workarounds in Blender 🙂

    • @fexvfx
      @fexvfx ปีที่แล้ว

      @@blendercinematic yeah. I still think Houdini can manage a large particle amount better and is more guided. Nevertheless its also skill to make a bad took a good tool.
      I wanna try scripting and geonodes stuff to maybe develop some new blender flipfluid functions.
      But in this time I rather study houdini and learn all the technical aspects first.

    • @blendercinematic
      @blendercinematic  ปีที่แล้ว

      ​@@fexvfx Cool. That sounds good.

  • @rgferreira78
    @rgferreira78 11 หลายเดือนก่อน

    I'm using the vorticity information in the surface shader so that I can "paint" some foam under the foam particles. However, I'm getting some flickering, in part because of my lower fluid resolution. Do you think I can mitigate it by using that gradient texture node? Thanks in advance.

    • @blendercinematic
      @blendercinematic  11 หลายเดือนก่อน

      Nice idea! However, I assume the vorticity info is stored per voxel which means the only way to reduce flickering is by decreasing the voxel size. Gradient texture node might help fade out the outer edge but I don't think it will help eliminate the flicker completely.

    • @rgferreira78
      @rgferreira78 11 หลายเดือนก่อน

      @@blendercinematic enabling subdivision within flip fluids surface options also helps but it increases the cache and the baking time proportionally. For example: 3 GB cache in my case became 11 GB using 2 subdivisions, the baking time increased but not that much.

    • @blendercinematic
      @blendercinematic  11 หลายเดือนก่อน

      Oh yes. I always wanted to try subdivision level of 2 or 3 for fluid surface but I never did as my fluid caches were always upwards of 100 GB even for subdivision level 1 and baking time of 24 hours. I'd definitely like to try the next time I get some cpu idle time on my machine. Thank you for bringing this up.

  • @anapiyeva4876
    @anapiyeva4876 5 หลายเดือนก่อน

    BLENDER Projects is it for sale

    • @blendercinematic
      @blendercinematic  5 หลายเดือนก่อน

      Thank you for your interest in my work. You can contact me on discord or email to discuss further, the details are on the about page of the channel.