Beach Environment - Cycles

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  • เผยแพร่เมื่อ 27 ก.ย. 2024
  • A beach environment I made in Blender, using Cycles X.

ความคิดเห็น • 27

  • @raw_pc
    @raw_pc 3 ปีที่แล้ว +8

    That flare at the end is so delicious 🤤

  • @aphroditeelite
    @aphroditeelite 3 ปีที่แล้ว +3

    Very stunning and amazing work!!

  • @foxtrottone
    @foxtrottone 3 ปีที่แล้ว +1

    Très très beau ! Si je peux faire juste un petite critique.. c'est la direction des vagues.. il faudrait revoir cela .. si non c'est magnifique !

  • @deanb8191
    @deanb8191 3 ปีที่แล้ว +3

    Do you have a video of just the water up close? I saw your tutorial which was amazing, but it would be cool to see a better video of the outcome.

  • @dedrox3d491
    @dedrox3d491 2 ปีที่แล้ว

    Woaahhhh

  • @mazemprod
    @mazemprod 3 ปีที่แล้ว +2

    It would look better with the ocean modifier. Is this quixel megascans?

    • @HaydenGray
      @HaydenGray  3 ปีที่แล้ว +2

      The cliffs are megascans. I considered the ocean modifier but opted for a plane with displacement because of performance reasons

  • @pauldaniel5415
    @pauldaniel5415 3 ปีที่แล้ว

    wow..keep up the good work

  • @zofo264
    @zofo264 3 ปีที่แล้ว +19

    Very cool! I would add foam where the water meets the shore :)

    • @zofo264
      @zofo264 2 ปีที่แล้ว +1

      @@mohit3dart Not sure, just thought that would be cool :)

    • @morplagro1545
      @morplagro1545 2 ปีที่แล้ว +1

      @@mohit3dart Here’s something that would work I think, add a dynamic paint sim to the water(canvas) and then one to the area that you want the foam(brush). You might have to fiddle and change some stuff(possibly separate parts of meshes), but then you can plug the color value into the a mix shader between something foamy and the regular water. Or you could do a regular vertex paint, it just wouldn’t have animation… UNLESS you somehow mix a noise node into that to break up the gradient.
      Here’s another idea, it would only work in specific cases. But I think it’s worth the mention regardless. You could try a ambient occlusion node with a color ramp to isolate areas with AO(things close together, would be anything poking above the water) Then you could use that to determine where you would mix in the foam like shader.
      OR it could be simulated instead of done with materials… but you would have to redo the whole water and deal with simulations.
      Regardless, it looks great! Especially the caustics. But I do agree, needs some foam. Or something else to add for interaction. Perhaps a dynamic paint sim for ripples just on top of everything else.

  • @shura8817
    @shura8817 3 ปีที่แล้ว +2

    Very cool, may I ask what gpu you used to render that scene?

    • @HaydenGray
      @HaydenGray  3 ปีที่แล้ว

      3060 mobile at 128 samples. Took about 1 minute per frame

    • @shura8817
      @shura8817 3 ปีที่แล้ว

      @@HaydenGray waa so fast for that scene 😱 TX for the answer ☺️

  • @tcheadriano
    @tcheadriano 3 ปีที่แล้ว

    WoooooOOoooW!!!!!

  • @BalaAnimationStudios
    @BalaAnimationStudios ปีที่แล้ว

    Can you create a tutorial on it

  • @Exe3D
    @Exe3D 3 ปีที่แล้ว

    How did you make and texture the rock wall

    • @HaydenGray
      @HaydenGray  3 ปีที่แล้ว +5

      The rock wall is made up of a few of the Nordic Cliffs Megascans copied and pasted about. I did do some work at the bottom to blend it with the terrain using some other assets.

    • @Exe3D
      @Exe3D 3 ปีที่แล้ว

      @@HaydenGray nice 👍🏼

  • @alifadhil5377
    @alifadhil5377 2 ปีที่แล้ว

    how did you add lens flare?!

    • @HaydenGray
      @HaydenGray  2 ปีที่แล้ว

      I just added the lens flare in compositing using Nuke. You can do the same in any other compositing program though.

  • @martinnievesyuste1559
    @martinnievesyuste1559 4 หลายเดือนก่อน

    so clean this water, amazing

  • @yamsatwar
    @yamsatwar 3 ปีที่แล้ว +1

    How did you make the horizon work? I'm trying to make a scene with a horizon and I'm not familiar with how to do that. Maybe you could make a video on it if it's not super easy?

    • @HaydenGray
      @HaydenGray  3 ปีที่แล้ว

      The first step is to hide it if you can by making the terrain obscure it. If you can't make the entire horizon, make sure the outer edges of the terrain are a circle, it'll help mask any harsh edges

    • @yamsatwar
      @yamsatwar 3 ปีที่แล้ว

      @@HaydenGray Makes sense. Thank you!

  • @JK-yg2hz
    @JK-yg2hz 3 ปีที่แล้ว

    wow cool!!!!!

  • @ecstasy6913
    @ecstasy6913 3 ปีที่แล้ว

    Wow