Everyone makes scenes from a single frame. Or from single point of view. Can you make a tutorial on making a 3d scene that would look good from multiple angles for the camera. For example a boat on the ocean shore but make it so that any camera angle will still look realistic Thanks for the tutorial
Doing that will require longer videos, at this point my channel is way too small to share videos that are equivalent to courses and that will kill the reach and no one will be able to actually find the videos. Once i have a good reach i will be making course like videos on youtube or high end scenes like the ones i have on my website and socials.
I don't understand the part at 1:25 where you select the mesh. Are you pressing a shortcut somewhere? I'm not sure why the island mesh becomes so fine after adjusting the sky texture, even though I didn't adjust the number of meshes after subdivision.
I pressed C for circular select. The island becomes fine most likely due to the light being to horizontal, thus not leaving any room for shadows making the lighting more ambient.
This is a wonderful tutorial - The texture shader-node {for the sea water} layout part goes a bit fast to follow - Could you maybe send me a screenshot of the full shader-node layout please?
Thanks ! Yes the video went a bit too fast since i tried to add as much info as possible in a short duration, fixed that in the later videos. For the blend file please message me on instagram, once i am on my desktop i will be sending it your way.
you could emulate it but i don't see why not use a native system for unity depending on optimization, HDRP water system seems very nice, KWS or any other solution.
@@AlternaVisionStudio First of all, thank you very much for your reply. The main reason why I designed the water system in blender is that there are many tutorials like your video. And at the same time, I am more familiar with Blender than Unity.
@@yagzefe9504 I do agree blender has more tutorials, however the process is quite different from blender to unity, and this setup would be very counter productive in unity. I recommend you look through native solution, it will save more time and give you better results. HDRP is great if you like the performance.
Interactive meaning that it interacts with it's environment. If you add a rock or a ship it will interact with the water material based on the AO and make waves without you specifying it. Otherwise we could have just used the position output in the geomtery node based and used a separate xyz node or simply used a gradient : D It updates in real time as long as you are using cycle's in a fashion that resembles dynamic painting which indeed is interactive.
@@AlternaVisionStudio thats basically describing procedural workflow 😅 Procedural materials, meshes ect will always react to changes, but it's not what you call interactive
It is true what you said about about procedural materials reacting to change but they do within themselves and often are unaffected by different object. Let's take a procedural wood material and this material for example. You make your nice wood material using a couple of musgrave texture and it's all good but it wouldn't change it's look if we get something near or if we change the way the mesh is positioned. But in this case if we add a ship, a rock, or any objects it will "simulate" fake waves that interact and update with outer objects, even if you animate the ship for instance it will update. But if by interactive you mean it should it should adjust to the camera angle we can also do that, just wanted to keep this beginner friendly.
@@AlternaVisionStudiomate all my procedural materials react to their surroundings or shape changes. It's totally an artist joice to include this functionality or not. Interactive means you create an environment and then let others interact with it, demolish stuff, move items around, create new things ect, it also includes a controller of some sort to be considered as interactive. In your instance it's just an environment created with procedural materials, it has 0 interactivity. I've been working with interactive projects for many years so I know what is considered interactive and what is not.
I understand where it's coming but it's all semantics, more like game engine interactivity and 3D modeling offline software interactivity. If you ever want to share your environments or knowledge feel free to join our discord, i will be also sharing some "true" interactive unreal engine environment i did recently. @@povilaslondon
This is not a tutorial, you go much too quickly so what's the point of doing it? and there are jumps in your explanations, it wastes time on what is in this video. please, redo this video more calmly and clearly, point by point without forgetting anything and I won't have the same result as you after a while. I should never have started this video, I feel so lost, it's exhausting and it gives you a headache, throwing this super-quick mess like that on UA-cam makes you doubt. it's a shame.
Thanks for the feedback, the screen record shows the full process without any jump (except when i had a crash) so the video is indeed complete. I do understand the frustration when following tutorials and they are a bit too fast, but consider slowing down the video or just messaging me on instagram or discord, where i even sent the scene file to people that asked without the textures of course, it's fine to not get the exact same result, as this is highly dependant on you and on the noise map seeds and lighting, which need to spend time polishing it for your own specific scene, the take away here was knowing how to use the AO node. Todays video will be way more advanced but its 45 minutes long so it might helpful, should be out in 2 hours.
@@AlternaVisionStudio alright my bad, i was in a rush trying to find a good beach model and i was kinda stressed. your beach is definitely great, but yeah, a bit too fast
@@AlternaVisionStudio not simumation just faking simulation using modifiers and wave mod. etc because the simulation is blender sucks so cheating would be the good way around
I agree with you fluid simulations are a pain to work with, flip fluids but still. One way to fake waves is model their rough shape, so the appropriate shading and use cards to fake the foam. Simulation nodes could work but i am not as familiar with them.@@user-zd7cq8xq7y
Hope you enjoyed the video, if you face any issue feel free to discuss it over on our discord server : discord.gg/vUR5pY5USe
Great tutorial. Although you should display keys on screen because I was very lost, especially when you used shortcuts.
Thank you : D. Yes, i started doing that.
Hi thanks for tutorial, request u to do a detailed tutorial video, on wave animation for beginners
Noted!
This is great!
Thank you : D
great video
Thank you : D
This is really helpful. Thank you.
My pleasure, glad you liked it : D
Any chance you could remake this video with the screen keys on? :(
I have a couple of videos already set up for the next weeks.
Feel free to kessage me on instagram and i will answer all your questions there
Everyone makes scenes from a single frame. Or from single point of view. Can you make a tutorial on making a 3d scene that would look good from multiple angles for the camera.
For example a boat on the ocean shore but make it so that any camera angle will still look realistic
Thanks for the tutorial
Doing that will require longer videos, at this point my channel is way too small to share videos that are equivalent to courses and that will kill the reach and no one will be able to actually find the videos. Once i have a good reach i will be making course like videos on youtube or high end scenes like the ones i have on my website and socials.
I don't understand the part at 1:25 where you select the mesh. Are you pressing a shortcut somewhere?
I'm not sure why the island mesh becomes so fine after adjusting the sky texture, even though I didn't adjust the number of meshes after subdivision.
I pressed C for circular select. The island becomes fine most likely due to the light being to horizontal, thus not leaving any room for shadows making the lighting more ambient.
Man the tutorial is great, full of information to gain, but one part why my AO node is not working like yours it just stays white
Make sure you are using cycle to preview, check your object scale and use a color ramp and a math node to crunch the values more.
@@AlternaVisionStudio thanks i got it already, actually i hide my other object to see the effect but then realized its the reason for the AO to work
@cgrealm3d Glad it worked out, if you make something with it send it ocer instagram.
@@AlternaVisionStudio oh why not, will DM you
Nice😎
Thanks that was fast hahahaha
This is a wonderful tutorial - The texture shader-node {for the sea water} layout part goes a bit fast to follow - Could you maybe send me a screenshot of the full shader-node layout please?
Message me on instagram and i will send you the file without the textures.
@AlternaVisionStudio Thanks, dude, I'm a 3D Max user of 29 years trying to learn Blender...it's SO different LOL!
@@williamminnaar6311 No worries, i use both, mostly 3Ds max for rendering tho, they can complement each other perfectly.
I think you talked a little fast for us to following with the video, I feel kinda struggle at first, but nice tut btw :3
Btw can I get the blend file of the scene? when I try to mix the shader for the island it's not working for me
Thanks !
Yes the video went a bit too fast since i tried to add as much info as possible in a short duration, fixed that in the later videos.
For the blend file please message me on instagram, once i am on my desktop i will be sending it your way.
Which texture did u use for sand?
Thai beach sand from quixel Bridge.
Will it cause any problems if I transfer this system to Unity for my own game?
you could emulate it but i don't see why not use a native system for unity depending on optimization, HDRP water system seems very nice, KWS or any other solution.
@@AlternaVisionStudio First of all, thank you very much for your reply. The main reason why I designed the water system in blender is that there are many tutorials like your video. And at the same time, I am more familiar with Blender than Unity.
@@AlternaVisionStudio Well, can you please make a more detailed video of this water system, an animated version, as soon as possible?
@@yagzefe9504 I do agree blender has more tutorials, however the process is quite different from blender to unity, and this setup would be very counter productive in unity. I recommend you look through native solution, it will save more time and give you better results. HDRP is great if you like the performance.
😊😊😊😊😊
any freee alternative for wave texture?
Whatever wave image you could find, you could also make tileable inside of photoshop.
Hi where did you got the assets for the the decoration of the scene ?
the Botaniq Addon : D
@@AlternaVisionStudio Great! would you mind to share with us the link of that?
Sure : blendermarket.com/products/botaniq-trees@@corsicroz5343
In what way this is interactive? Procedural maybe but not interactive
Interactive meaning that it interacts with it's environment. If you add a rock or a ship it will interact with the water material based on the AO and make waves without you specifying it. Otherwise we could have just used the position output in the geomtery node based and used a separate xyz node or simply used a gradient : D
It updates in real time as long as you are using cycle's in a fashion that resembles dynamic painting which indeed is interactive.
@@AlternaVisionStudio thats basically describing procedural workflow 😅 Procedural materials, meshes ect will always react to changes, but it's not what you call interactive
It is true what you said about about procedural materials reacting to change but they do within themselves and often are unaffected by different object. Let's take a procedural wood material and this material for example. You make your nice wood material using a couple of musgrave texture and it's all good but it wouldn't change it's look if we get something near or if we change the way the mesh is positioned.
But in this case if we add a ship, a rock, or any objects it will "simulate" fake waves that interact and update with outer objects, even if you animate the ship for instance it will update.
But if by interactive you mean it should it should adjust to the camera angle we can also do that, just wanted to keep this beginner friendly.
@@AlternaVisionStudiomate all my procedural materials react to their surroundings or shape changes. It's totally an artist joice to include this functionality or not. Interactive means you create an environment and then let others interact with it, demolish stuff, move items around, create new things ect, it also includes a controller of some sort to be considered as interactive. In your instance it's just an environment created with procedural materials, it has 0 interactivity. I've been working with interactive projects for many years so I know what is considered interactive and what is not.
I understand where it's coming but it's all semantics, more like game engine interactivity and 3D modeling offline software interactivity.
If you ever want to share your environments or knowledge feel free to join our discord, i will be also sharing some "true" interactive unreal engine environment i did recently.
@@povilaslondon
❤❤❤❤❤🎉🎉🎉🎉
This is not a tutorial, you go much too quickly so what's the point of doing it? and there are jumps in your explanations, it wastes time on what is in this video. please, redo this video more calmly and clearly, point by point without forgetting anything and I won't have the same result as you after a while. I should never have started this video, I feel so lost, it's exhausting and it gives you a headache, throwing this super-quick mess like that on UA-cam makes you doubt. it's a shame.
Thanks for the feedback, the screen record shows the full process without any jump (except when i had a crash) so the video is indeed complete. I do understand the frustration when following tutorials and they are a bit too fast, but consider slowing down the video or just messaging me on instagram or discord, where i even sent the scene file to people that asked without the textures of course, it's fine to not get the exact same result, as this is highly dependant on you and on the noise map seeds and lighting, which need to spend time polishing it for your own specific scene, the take away here was knowing how to use the AO node.
Todays video will be way more advanced but its 45 minutes long so it might helpful, should be out in 2 hours.
why did you went that fast
i went so far and now i find out that the foam texture costs money🤕🤕🤕🤒🤒🤒🤒😥😥😥
They changed the pricing models recently. You can still find free textures and i actually mentioned that in the video on ambientcgi or polyhaven
In what universe this is a beginner tutorial?
Changed the pacing in the newer tutorials : D
way too fast paced dude
Thanks for the feedback, my later videos go a bit slower.
@@AlternaVisionStudio alright my bad, i was in a rush trying to find a good beach model and i was kinda stressed. your beach is definitely great, but yeah, a bit too fast
@hydr4v1nk7 yeah i can definitely agree its a bit too fast paced, if you need help throigh it just message me on instagram or discord.
can you do wave tutorial
Using simulations ? Sure why not in the future.
@@AlternaVisionStudio not simumation just faking simulation using modifiers and wave mod. etc because the simulation is blender sucks so cheating would be the good way around
I agree with you fluid simulations are a pain to work with, flip fluids but still. One way to fake waves is model their rough shape, so the appropriate shading and use cards to fake the foam. Simulation nodes could work but i am not as familiar with them.@@user-zd7cq8xq7y