Blender Cinematic is all about exploring cinematic world through Blender Animations & vfx short films. I'm especially drawn to using RBDLab for rigid body simulations and Flip fluids addon for large scale fluid simulations along with numerous other awesome addons to create cinematic scenes. I'll be uploading relevant tutorials from time to time as well.
I hope you like my channel and if you do please consider Subscribing. Thank you. -- Kranthi Kumar Elineni Blender Cinematic Email: blendercinematic@gmail.com Discord: fxartist_b3d
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 😅
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lmao I'd never have thought to use shader editor to get the most out of ocean modifier! Very clever! do you use this with anything else? off the top of my head it seems like you could use dynamic paint to get some interactions with objects, which could be nice!
Sometimes it might be hidden from view. Try clicking on the small arrow that looks like this > at the left of the timeline area to unhide the summary tab.
absolutely amazing work, could i ask what final resolution and scale you used and any tips to get that realistic white foam, or the add on takes care of all ? thx
Thank you so much! For such large scale sims, I use upwards of 1024 resolution and the scene is usually built to actual scale. For realistic white foam, first, the number of foam particles should be a lot like in millions (I usually target upwards of 1 million foam particles per frame, and for some of my sims, I used 50 million foam particles per frame as well). Also, I have a bit of transparency in the foam shader so that it behaves more like foam and less like particles. Hope this helps.
@@blendercinematic thank you really much, that seems obviously heavy, does can flip fluid use gpu to render ? and also can you open viewport without crashing? sorry for the amount of questions, this is really fascinating work.
This could be the thing I need! Is it possible to punch through the metal as well and create holes with this, or import created destruction sims to Unreal Engine?
It is possible to punch a hole into the metal using RBDLab metalsoft. The official RBDLab studio channel has a tutorial on this. Regarding importing sims to unreal, I’m not sure as I haven’t done it.
This is a fantastic tutorial, especially the building prep. Something weird in my project though, in 4.1. What happens on your screen when you press Auto Smooth is the opposite of what happens on mine; de-selected makes the chunks flat while Auto Smooth makes them stick out. No biggie, doesn't seem to affect anything if I leave it off...just curious if anyone knew why that is.
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.
I wish all tutorials had such an excellent description in their video's. Thanks for the info. Now I have finally an idea about the speed of a photo realistic animation 🙏🏻
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.
You’re welcome. On systems with lower specs, higher dicing rate numbers such as 2, 4 or even 8 pixels can be used for render and viewport under adaptive subdivision of render settings.
I don't understand how you can make loop cuts in the inside of the circle with triangle fans. I do everything fine but when I have to use the loop cut it only make appear one vertice on one edge I don't understant it is driving me nuts ! What the hell I'm doing wrong?
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?