Blender FLIP Fluids - Rogue Wave in Large Water Flume

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  • เผยแพร่เมื่อ 6 พ.ย. 2023
  • Rogue wave forming in the flume of a Large Water Flume. Modelled and simulated with Flip Fluids in Blender. Edited in Davinci Resolve.
    This is a major project I have been working on and off for the last 2 months. I was intially inspired by HD1080ide's video ( • Rogue Wave created by ... ) about a rogue wave that was simulated in Germany's Large Water Flume (GWK) research building.
    The environment seen in the video was fully modelled by me using textures from polyhaven.com/textures and creating some other procedural textures, using the invaluable resources of Ryan King Art: / @ryankingart .
    The building is based on the Germany's Large Water Flume: www.fzk.uni-hannover.de/en/th.... I couldn't find any blueprints or floor plans to model in reference to. As such, I had to resort to use HD1080ide's video as my main reference, modelling everything by eye and guessing some other features.
    This has been a really big project for me in the past 2 months where I learned a lot more about modelling techniques, texturing, lighting, and many more 3D techniques. I plan on posting a breakdown video in following weeks, but I first need to properly learn Davinci Fusion and how to use the different render passes I did. I hope you enjoy this video!
    Render information:
    Baking:
    For first 500 frames out of 1250:
    Resolution: 1000
    Voxel Size: 7.781cm
    Voxel Count: 10 703 000
    Baking time: 11h33min
    Bake file size: 230Gb
    Rest of 750 frames:
    Resolution: 1250
    Voxel Size 6.225
    Voxel Size: 20 880 000
    Baking Time: 12h27min
    TOTAL BAKE TIME: 23h50min
    Bake Size: 76.6gb
    Rendering:
    Scene 1, 2, and 4 were rendered at 256 samples with a temporal denoiser. The rest was rendered at 512 samples with Super Image Denoiser.
    A total of 3050 frames at 30fps were rendered for this video.
    TOTAL RENDER TIME: 163h18min
    Initially, I wanted to render all scenes with a temporal denoiser, but I only realized mid way that it disabled blender's motion blur and only allowed for vector blur after. Since I wanted to take advantage of the better motion blur, I decided to render the rest of the scenes without a temporal denoiser and higher samples instead. This resulted in some flickering in the fences and textures in the background.
    Observations:
    What worked:
    - Really nice strong wave hit the wall for a good splash effect.
    - Environment added much needed realism and believability to the scene.
    What did not work:
    - Because of the long and narrow domain for the fluid, increasing the resolution was very expensive in performance which limited me in what I wanted to achieve. The final simulation's resolution is quite lower than what I would have hoped.
    - Some weird whitewater artifacts on the water as a result of a too low resolution.
    Changes for the future:
    - I'd like to explore more opportunities with the environment and other ideas with the Large Water Flume.
    - I want to overall improve the simulation by having a higher resolution and improving how the wave forms and breaks.
    Personal score: 8/10
    The sounds used in this video came from this very valuable source:
    HD1080ide: • Rogue Wave created by ...
    PC specs:
    CPU: i5-8600K 3.6Ghz overclocked at 5.0Ghz
    GPU: 2070 Super OC 8Gb
    Ram: 32Gb 3600Mhz
    SSD: Crucial P1 1TB NVMe
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ความคิดเห็น • 31

  • @bastian261198
    @bastian261198 5 หลายเดือนก่อน +14

    This is unbelievable realistic. Had to watch it for three times to get that this is a render ^^ Really great work ma man :D

  • @lutzweb
    @lutzweb 5 หลายเดือนก่อน +5

    amazing quality seems the real one, when it started i thought OMG they have finally cleanded the tank!

  • @hoofie2002
    @hoofie2002 4 หลายเดือนก่อน +8

    I have to say for a rendering this is absolutely stunning work

  • @tf2koalafruit
    @tf2koalafruit 2 หลายเดือนก่อน +1

    didnt even know this was a render until i read the description

  • @gigithechef8786
    @gigithechef8786 หลายเดือนก่อน +1

    This is so mad impressive keep it up

  • @IstasPumaNevada
    @IstasPumaNevada 3 หลายเดือนก่อน +1

    Really well done.

  • @danh9503
    @danh9503 4 หลายเดือนก่อน +2

    Very well made....Keep up the great work.

  • @zanedecarlo
    @zanedecarlo 7 หลายเดือนก่อน +3

    I love it!

  • @muhammadboburmovlonov7549
    @muhammadboburmovlonov7549 5 หลายเดือนก่อน +1

    Wooooow

  • @williamvangundy3358
    @williamvangundy3358 5 หลายเดือนก่อน +1

    Wow!

  • @pevlindir
    @pevlindir 7 หลายเดือนก่อน +1

    impressive!

  • @aendisth1887
    @aendisth1887 6 หลายเดือนก่อน +15

    Ok wait a second. I'm 28 and I always had eye for the random videos on the internet mimicking real life but this time I was really bamboozled. I had to read the comment about the "wet cement effect" to understand that this was not real, LOL

    • @SirMaxiimus
      @SirMaxiimus  6 หลายเดือนก่อน +2

      Yep lol, everything you see here was 3D modelled and rendered. There is no real footage composition or real life elements. The water is probably the part that looks the most "off" to me, especially with the weird foam on the side, but that was both a technical limitation and an error on my part. Glad you enjoyed it!

    • @spodface12
      @spodface12 4 หลายเดือนก่อน +1

      @@SirMaxiimus I was the same, for me it was the little details like weathering on the piston ram thingy etc. really really well done matey!

  • @test321channel
    @test321channel 7 หลายเดือนก่อน +3

    🌊🌊🌊🌊

  • @Mrfallouthero
    @Mrfallouthero 4 หลายเดือนก่อน +1

    It's good yeah, but you could immediately tell it was animation from the perfect crest of the water. There is uniformity in nature, but there's still a stark difference between artificial uniformity and natural uniformity. Good attempt.

  • @scottpadbury5370
    @scottpadbury5370 7 หลายเดือนก่อน +8

    Amazing!! How did you get the wet cement effect?

    • @SirMaxiimus
      @SirMaxiimus  7 หลายเดือนก่อน +6

      The wet cement was done with a wetmap. Basically, the fluid acts as a brush, and the concrete as the canvas. So, as the fluid moves, it paints a map on the cement that can then be customized in the shader settings. This video goes in great details for the context of flip fluids simulations: th-cam.com/video/GYGNoTmZSN0/w-d-xo.html

  • @DerFinder
    @DerFinder 6 หลายเดือนก่อน +4

    This is soooo good omg! I legit thought the first few seconds were real footage.
    Are you from germany?

    • @SirMaxiimus
      @SirMaxiimus  6 หลายเดือนก่อน +2

      Thank you! And no, I'm not from Germany lol, but I took a random interest in their Large Water Flume (GWK) facility and that made me want to try and recreate it in Blender.

    • @DerFinder
      @DerFinder 6 หลายเดือนก่อน +1

      @@SirMaxiimus oh xD

  • @rmhanseniii
    @rmhanseniii 4 หลายเดือนก่อน +1

    I’m still waiting for the “rogue“ wave….

  • @crabiiiscool
    @crabiiiscool 4 หลายเดือนก่อน +1

    What gave it away for me the camera shaking. It always looks so fake for some reason.

  • @WalackSmith
    @WalackSmith 5 หลายเดือนก่อน +1

    #wave

  • @theultimatehoomanperson6701
    @theultimatehoomanperson6701 6 หลายเดือนก่อน +2

    This was made in blender????

    • @SirMaxiimus
      @SirMaxiimus  6 หลายเดือนก่อน

      Yes sir!

  • @benveasey7474
    @benveasey7474 7 หลายเดือนก่อน +2

    What would the drawbacks be of rendering this with EEVEE Next in 4.1? It would be great if you could render a 10 second clip in EEVEE Next as an example....

    • @SirMaxiimus
      @SirMaxiimus  6 หลายเดือนก่อน +1

      That's a very good question. I'm not really sure. I've barely touched eevee to be honest so I'm unfamiliar with how to optimize it. I'm not too sure how it would handle reflections, but it would be interesting to see a comparison. Thanks for the suggestion!

    • @benveasey7474
      @benveasey7474 6 หลายเดือนก่อน +2

      @@SirMaxiimus I think you'd need to add a reflection probe

  • @studio3797
    @studio3797 6 หลายเดือนก่อน +1

    Why does blender exit when baking with flip fluids?

    • @SirMaxiimus
      @SirMaxiimus  6 หลายเดือนก่อน

      I used to have the same problem, but it seems like it has to do with how Blender handles its interface UI. To prevent crashing during baking, I recommend rendering my a command line. That's how I've been baking and rendering everything now. The FLIP fluids addon has a command line button available in the addon tab when pressing "N". I hope that helps!