We optimized the FLIP fluids addon code to work perfect with the Fracture Modifier. Shards (as obstacles) can invisibly make become "expanded" to avoid fluids to come through cracks ;).
How do you get the water to be so clear and not have the nasty black artifacts i see in a lot of blender fluid sims, especially the ones with foam. Did you use a translucent shader or something?
AWESOME simulation!!!
Thank you 👍
Very very nice.
Wow, the crispness of the images in the beginning is stunning.
12 days simulation and renders 👀
Good job 👍
Wow, that looks pretty great!
now i know why there was no real video for months.. this took months to render i guess but nice to watch.
Thats true! Simulation about 3 days. Rendering 8 days. Viewport-renderings for the breakdown 1 day. More videos are in production (tutorials).
HOLY SHIT! Thanks for the effort.. i really like the fracture modifier and hope to see it soon in the standard version of blender 2.8
Interesting... I have not tried flip with the fracture modifier version.
We optimized the FLIP fluids addon code to work perfect with the Fracture Modifier. Shards (as obstacles) can invisibly make become "expanded" to avoid fluids to come through cracks ;).
Cool.
12 day turnaround not bad! TUTORIALS, yea!
Is the fracture build still going into 2.8?
We are working on this - and 1st tests went well! But in the beginning of 2.8 the Fracture Modifier will be a custom build, like in the past.
@@Blenderphysics-Videos please make it quick! We are so tasty of it..
@@JAYJAY_ Yes we all :D .. but it does also depend on how fast Blender devlopers are working. We need to wait for them for some parts of the code.
So now where is the tutorial
Next tutorial is about constraints in the fracture modifier. Thereafter a tutorial about FM + FLIP fluids will come ;)
How do you get the water to be so clear and not have the nasty black artifacts i see in a lot of blender fluid sims, especially the ones with foam. Did you use a translucent shader or something?
Nothing special. Make sure you use "full global ilummination" inplace of pathtracing.
Really nice, what was the fluid resolution and how many particles for the fluid and the whitewater?
Render system?
Its a i7 8086k / 32GB RAM / 1080ti