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How to make a Ship Wake in Blender | Tutorial 

MLT Studios
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I'm currently open for freelance work at:
malte-ullrich@outlook.de
Artstation: www.artstation.com/malteullrich
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10 янв 2023

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Комментарии : 38   
@Greatdictator
@Greatdictator Месяц назад
Honestly this is just extremly clever, and even the results you said might not look that great, i felt were still pretty great considering theres no simulation requierd
@mansoorghani4006
@mansoorghani4006 Год назад
your cinematogrphy is on next level , AWESOME 👏
@chiselpeakstudios2593
@chiselpeakstudios2593 Год назад
Hey thanks for the tutorial! I always wondered how you did that. Brilliant!
@3dvolution
@3dvolution Год назад
The easiest things are sometimes the best :) thanks for sharing this tip, your animation looks great and it shows how much clever you can be with your creations ;)
@MCMilitaryForce
@MCMilitaryForce 11 месяцев назад
This looks really cool!
@larisdalley7383
@larisdalley7383 Год назад
I think It would work really good to actually displace the ocean using the footage via adaptavie subdiv that you probably already used for the ocean. To enhance this effect even further you could also experiment with dynamic paint and generate waves by using the sequence to generate the waves
@mlt-studios
@mlt-studios Год назад
Yea, I thought about using both things. You are right about me using adaptive subdiv on the ocean. So it would probably be quite easy to add the wake. Not sure though, how this would affect the render time. I tried baking out an animated disp map with dynamic paint in a different scene, so that I could more easily use it in many other scenes. Unfortunately though, I did not yet get a result, that works for me. Just doing the stuff I showed in the video, was good enough for me until now. But I‘ll probably have to improve it at some point.
@larisdalley7383
@larisdalley7383 Год назад
@@mlt-studios yeah dynamic paint in is kinda wonky sometimes. The render times shouldn't be that much longer you are already subdividing the plane so the displacement isn't resulting in higher poly count
@Ayogenius67
@Ayogenius67 Год назад
Man ur work is very interesting ❤
@kartikeysrivastava7864
@kartikeysrivastava7864 Месяц назад
Ok now I understood why you didnt upload this video when i asked you for this 2 years ago 😂 well its always good to use moblur
@rizkyjikoru
@rizkyjikoru Год назад
geniuss!!
@xevious2501
@xevious2501 Месяц назад
upon working on a feature film i was tasked to create many shots of a ship out at sea. all cgi. Originally i was looking into several tools and applications for simulating the wake and foam, but quickly came to realize that simulations take an absurd amount of time and a ton of cached memory. the problem with the simulated method, is that creating shots with long distance boat wakes means doing vast simulations before your boat is in the position of the shot. in other words you must create the long wake behind the boat before your shot is even ready. so i bailed on the simulated approach and figured ide just fake it all with texture maps. both displacements wake maps. and ripple and white foam. and guess what, no one was the wiser. i even did partical simulations in front of the vessel to give the impression of splashes. it worked out just fine.
@mlt-studios
@mlt-studios Месяц назад
Did you use single texture maps or did you do animated sequences? Did you extract them from real footage?
@assemble3d704
@assemble3d704 8 месяцев назад
Great Animation. How much Samples for Final Render?
@kristelvidhi5038
@kristelvidhi5038 Год назад
I wanna see battleship Grosser Kurfurst vs Shikishima in this animation.
@cehennemkusu6208
@cehennemkusu6208 Год назад
Great tutorial! May I ask where did you get the HDRI (or the background footage)?
@mlt-studios
@mlt-studios Год назад
The HDRi is from Hdri heaven and lights the whole scene. I also placed a simple jpg image right outside the camera view, so that the reflection in the water looks more interesting. I think it’s just an image of interesting clouds
@cehennemkusu6208
@cehennemkusu6208 Год назад
@@mlt-studios Thank you for the reply, do you have the name of the HDRI by any chance? :)
@mlt-studios
@mlt-studios Год назад
@@cehennemkusu6208 No. I have a folder with lots of hdris, and the use the easy hdri addon to quickly try out lots of the, until one works. This is totally dependent on the scene, and might not work in a different scene
@mackanator5591
@mackanator5591 Год назад
How do you change the speed of the wake in DaVinci? I've already tried to slow it down, but it keeps exporting at the same speed.
@mlt-studios
@mlt-studios Год назад
You can’t slow it down, since you can’t magically create new frames. Example: you have a clip consisting out of 24 frames. When you speed it up by 200%, davinci would just play every other frame, resulting in a 12 frame clip. If you slow it to 50%, the 24 frames now would have to stretch 48 frames. But you only have 24. what it could do is play every image 2 frames, which would look super weird and not smooth. So I guess that is the reason davinci does not do it. The only thing you can do is to speed up all the other things, like the ship speed, so that it matches.
@cursedkat6787
@cursedkat6787 Год назад
Nice animation. But can you tell me one thing... I am using mirror modifier to make a model ship but i want to add some asymmetrical details to it so when ever i am turning off the mirror modifier the half part gets gone. So is there anyway that I can switch off mirror modifier after making the model ....
@mlt-studios
@mlt-studios Год назад
You can apply the modifier, if you press the small arrow in the top right corner of the modifier and select apply.
@cursedkat6787
@cursedkat6787 Год назад
@@mlt-studios no no i mean i just want to remove the mirror modifier after the completion of the model... Is there anyway I can do it?
@mlt-studios
@mlt-studios Год назад
@@cursedkat6787 to be honest, I don’t really understand the problem. You can either remove the modifier, this way you will only have half of the ship. Or you can apply the modifier, this way you will get the full ship and can add asymmetrical stuff. You can write me on discord, to maybe give a more detailed explanation on what you want to achieve. DerMalt#0547
@3dhotshot
@3dhotshot Год назад
Hey you are the Realflow voice guy im sure of it !!!!!
@mlt-studios
@mlt-studios Год назад
What? Do you mean the YT channel RealFlow?
@MLajevec
@MLajevec 8 месяцев назад
Hello, i am making a simple animation of boat. With the purpose that this animation can give me best shape of a lower part of a boat in water and that boat has good aerodinamic. So i can make it in real life. Do you have any recomendation about how do i get to this shape without using programming. I am on a schedule, so i would be very happy for answers. Thank you very much!
@ManishKumar-885
@ManishKumar-885 Месяц назад
please share the Envato link of footage that you have used.
@poopiecon1489
@poopiecon1489 Год назад
what is your ocean shader , can you share the ocean shader ? please ,
@mlt-studios
@mlt-studios Год назад
I made the ocean with this tutorial: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-u9S6whOjNXk.html
@poopiecon1489
@poopiecon1489 Год назад
@@mlt-studios thank you
@DageLV
@DageLV 2 месяца назад
your blender looks suprisingly simmilar to davinchi resolve
@bosskerz7741
@bosskerz7741 Год назад
where do you plug in the image sequence in the node editor?
@mlt-studios
@mlt-studios Год назад
Can you give a time stamp?
@bosskerz7741
@bosskerz7741 Год назад
2:11
@jieluomuLiu
@jieluomuLiu Год назад
如果大海波涛汹涌怎么办?
@mlt-studios
@mlt-studios Год назад
Your Question (according to google translate): What if the sea is rough? Well, with the method shown in the video, the white Water should stick to the surface, even if the waves a very big. Though of course, big waves would have a bigger impact on the white water itself, so it might not look as realistic. But that is something you have to test and see if it's good enough. As I've said in the video, this whole method is just a quick alternativ hack to simulating the water. There are a lot of cases, where this does not work/looks realistic enough and you have to do it the hard way, by simulating it.
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