Master Fluid Simulation in 4 Minutes | Blender Tutorial

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  • čas přidán 29. 06. 2024
  • Checkout the Realistic Procedural Volumetric Cloud Node Groups: edinspiegel.gumroad.com/l/knlgpz
    In this video I'll show you how to master blender fluid simulation. I'll show you everything about:
    - liquid-collision, and how to fix, if the fluid collision is not working
    - how to dial in the settings for the fluid emitter
    - the domain settings for the preview & final simulation
    and lastly I'll how you how you can add motion blur to the water
    Chapters:
    0:00 Intro
    0:12 Liquid Collision
    0:25 Water Emitter
    0:48 Preview Domain Settings
    1:10 Fixing Collision Issues
    1:36 Outflow Objects
    1:54 Final Domain Settings
    2:24 Particles
    2:49 Fixing Hardware Limits
    3:28 Motion Blur
    #blender #blender3d #blendertutorial #fluidsimulation
  • Krátké a kreslené filmy

Komentáře • 16

  • @tzusoo3727
    @tzusoo3727 Před 2 měsíci +2

    I luv your background especially the corns and onions

  • @cg.man_aka_kevin
    @cg.man_aka_kevin Před 5 měsíci +8

    Yep, 70% a lot of people forgot to add the motion blur in any water simulation, that's also why looks so fake and unrealistic. But, luckily you reminded everyone! :D

  • @jayz-0001
    @jayz-0001 Před 6 měsíci +4

    holy guacamole are you underrated

    • @edinspiegel
      @edinspiegel  Před 6 měsíci

      Thank you so much! That means a lot!

  • @wheatley_science
    @wheatley_science Před 9 měsíci +6

    underated af

  • @ikee
    @ikee Před 7 měsíci

    super helpful tysm

    • @edinspiegel
      @edinspiegel  Před 7 měsíci

      Thank you! I'm so glad you found the video helpful!

  • @Lapp14
    @Lapp14 Před 4 měsíci

    Help please, when i press play particles are not falling down like a liquid instead they fly all over the screen in random directions.

  • @Kamohelo895
    @Kamohelo895 Před měsícem

    I have questions can pouring out water in the same simulation

  • @chrisroy2674
    @chrisroy2674 Před 4 měsíci

    2:46
    There's a fourth option. It's to use external services like SheepIt to allow someone else's PC around the globe to render your project using their resources. In order to do that forst you need something that I call "community credit/priority(forgot the actual term)", which you get by letting people render their projects by using your resources. The more you have the higher priority your project will be and higher grade GPUs will be rendering your project, cutting down the time used to render.

  • @DaveThompsonfairlife4all
    @DaveThompsonfairlife4all Před 9 měsíci

    Hi, I have a water simulation running 3 times in my project, but when I keyframe the domain to switch back on for the next waterfall, the left-over water from the previous sim comes back. I had to keyframe the "particle radius" between each simulation to "flush" the water out. Is that the correct method? Thank you.

    • @edinspiegel
      @edinspiegel  Před 9 měsíci +1

      So if I understand correctly you want to remove water from the simulation right? To do that, you can add an object, and give it the "outflow" flow behavior, and that'll act as a kinda water drain. You can turn the draining on & off by keyframing the "Use Flow" Checkbox. Let me know if that helps!

    • @DaveThompsonfairlife4all
      @DaveThompsonfairlife4all Před 9 měsíci

      @@edinspiegel Thanks a lot for replying. For me, if the effectors still have water on them before the liquid domain gets disabled, then that sitting water comes back when I re-enable domain. If I keyframe the particle radius from 100-0-100, the next time the domain is enabled, I get a fresh water sim. I want to render it all in one video (I know I probably shouldn't). I suppose another way is to keyframe the effectors to be outflows at the end of the sim and thus the water would disappear. Hope you know what I mean now. Just got a feeling there is a slightly better way (although my method does work!). Thanks again.

    • @edinspiegel
      @edinspiegel  Před 9 měsíci +2

      @@DaveThompsonfairlife4all No problem! Yeah So I have another idea (I don't know if it's better though): Add a cube, and make it the size of the fluid domain, then make it a flow fluid object, and switch the type to outflow, then you can just animate the use flow to enable at the point where you want to remove all liquid from the domain. Maybe that'll work - Let me know if it does!
      Edit: Oh just got another idea: You could have multiple fluid domains, and then you can just disable the old one and swap out for a new one, which if you have another cache directory, should also work.

    • @DaveThompsonfairlife4all
      @DaveThompsonfairlife4all Před 9 měsíci +1

      @@edinspiegel Yes that should work, although I already have 3 separate domains for 3 colours (not yet a proud owner of FF and its mixbox). I think I'll leave it as is, it just means I have 3 keyframes to bring down particle radius to zero between each simulation. I suspect I did the right thing in my scenario, but as a newbie I am constantly questioning myself lol. I've only recently worked out why my fluid bakes kept disappearing, until I made some cache folders for each (coloured) domain. Only been learning Blender for a while. I appreciate you guys making these helpful videos.
      P.S. Just too explain further. I bring the particle radius down to zero, disable the domain, then put it back to original value. I do this tripple keyframe combo between my 3 separate simulations.