Pretty nice and complete as a begginer tutorial! I would like to point out a few simple settings that will easily improve the result even more, if anyone wants to take it a bit further. - On the domain, the "fractional obstacles" checkbox can improve the flow against diagonal obstacles and help with the water getting stuck in a stair pattern on the slope. - In the "mesh" section of the domain, you can set the "upres factor" to 3 and get a much more detailed mesh for the same simulation. - Still in the mesh section, you can check "use speed vectors". This will allow the fluid to have motion blur at render, which will make it a lot more realistic. The cache format needs to be set to "uni cache" for this to work.
Usually after I finish watching a 1hr tutorial video, I feel scared to start sth new, but when I watch this guy's videos, I feel like I already know what to do and how I wanna do it. That's how I learnt how to animate anything using his animation beginner tutorial. That right there is a rare gift.
Great tutorial, I just found 1 confusing thing. When the water goes thru the effector, you say that the solution is to increase Resolution Divisions. What helped in my case (I was doing my own scene, very large objects and a looot of water ;) but I wanted to learn about the fluids in Blender from your tut, which was great), was the Surface Thickness in the Effector settings. I had to set it to 0,5 and it worked even with very low resolution divisions. Thanks anyway, great tutorial!
This was great. Thanks. I think another really important tip for beginners is that fluid simulations work much better at large scale - even if you have a great graphics card. So if you are modeling something like a faucet, don't use real world scale or you will end up needing a resolution of 200-300+, it will take forever to bake, and you will still struggle with effectors not working properly (e.g. fluid through the mesh). If you scale everything up 5-10x you can work with lower resolution and get much better results. I've learned this the hard way.
If you want to set up a very small fluid source, set Flow as mesh plane with IsPlanar checked and resize it as much as possible, the effect will now depend only on ResolutionDivisions. To reduce the fluid even more and give it more character, add to your FluidDomain a Displace Modifier with Strength eg -0.02 and after it a Subdivision Modifier to remove the resulting artifacts. Remember that this sometimes breaks brush painting with Dynamic Paint. Also, I had a case where I was using two separate fluid domains in one place and wanted to use them as a brush dynamic paint, but either one or the other didn't work, adding them to one collection and using the Brush Collection in dynamic paint options helped. Sometimes it happens that when we attach Flow mesh to the armature, the fluid simulation will not work, you need to bake the Flow mesh movement and detach it from the armature.
Man.. they way you explain every common little step like we're kindergarteners on every video, despite some of them being pretty advanced.. I really appreciate it😆
This was a great tutorial. Everything made sense and was easy to follow. I’ve messed with blend a few times over the years but never really got to into it beyond making a couple object so this was fun.
Wow. As a beginner, I thought I had found so many good tutorials about Fluid. Then back to one of my favorite channels, I realized again why you have “King” in your name. It's great how precise and much more detailed you explain than others. Thanks for all your work!
I am a newbee with blender, I have learned most of your tutorial for material and it really helped me a lot. Thank you so much for everything you have done. 🥰🥰
Thanks! So, hypothetically, we have a scene with a great deal of steam coming from vents, is it better to bake the steam, than add it after creating a scene for rendering purposes? Plus, what should we think about in regard to scale when it comes to using simulations for a set piece that might be extraordinarily complex?
Thanks for your support! I would recommend baking simulations at the end of a scene creation, because simulations can slow down the viewport, and if you change something in the scene, you might need to re-bake it. And yes, modeling to scale can be helpful, to make the simulation look more realistic and to have a more realistic simulation speed.
@@RyanKingArt It was good times! There is no shortage of tuts on fluid simulators, but you avoid the fluff and unnecessary, if not infuriating, sidenotes to amuse, and you have a pristine attention to detail. It is going to be time for an RTX video card in my future in order to do the things that I want to do that will be compatible with Cycles. Going forward, I would love to see a tutorial on retopology for characters in order to hit up UV mapping and procedural textures on sculptures/figures with intentions to animate while reducing rendering times. Thanks, Ryan.
The force is strong with this one :) Can't wait to toy around with all this and so much more and especially integrate it into a complex simulation for most of my inventions (from al things architectural and urban + interior design, vehicles, clothing and footwear and practically all sorts of objects) And also, I'm quite curious what the 5000 series will be capable of :) Especially in your hands :) may the FORCE BE WITH YOU !
I love your tutorials! They are very thourough and teach not only how to make the simulation but a bit more about why you're choosing certain options. Thank you for all the hard work you put in!
@@RyanKingArt quick question, do you know how to make the end of the water simulation taper off rather than fall as a glob at the end? I hope that makes sense. ☺️
Highly Recommended. Thanks for the "deep dive" into fluid sim. This has helped me tremendously and would steer anyone who wants to learn blender here first. 🤘
Finally a water simulation that has a reality gravity, not like slomo water stuff. But I hope in the future tutorial when you want to make a water simulation, just add motion blur whatever in post or in Blender native motion blur to add more realism water motion...
Stopped by because I couldn't figure out why my fluid sim wasn't simming (it turned out my outflow object was too small), stayed around to the end because it was so well presented.
First off I've been using blender for about 7 years giver take. I've created muscle memory and then I didn't use the program for a long time and then created muscle memory and then didn't use it for a long time. I've watched hundreds upon hundreds of tutorials online from various people. Your tutorials by far are extremely exemplary! I watched a lot of Ducky video Tutorials. By far you are the best at explaining. U take the time to teach people and that's amazing you don't skip over anything. I am just so impressed with your tutorials and your ability to create a immersive environment in which to learn them. I just have a question. I did this tutorial and when I added motion blur it made it look like it was gaseous. I've spent hundreds of hours watching your videos and trying to emulate what you do. You are a freaking genius. Thank you for all that you do and I wish that I could support your page, all your pages I should say. I'm just broke as a joke. You are a huge inspiration!! One last thing, if you don't mind me saying is that, I use Imperial. I don't know metric. It's possible that my viewing instructions might be different because I don't use metric settings. Your input would be greatly appreciated. Ty
Big Thanks, Ryan!!! You and your brother are Amazing. I've been working on a fluid sim lately, and this is perfect. Infinite Thanks and Appreciation for you. God Bless
how can you have consistent flow based on the settings in "initial velocity" it seems that it stops emitting water after a short squirt, where to extend that?
If your fluid is going through the slope, a possible cause is wrong face orientation in modeling. Click "Face Orientation" in Overlays, and the blue side of the slope should be facing outwards. If the red side is facing outwards, go to edit mode and flip it.
So, there must be a problem... When I lift my resolution to 100 the fluid does NOT follow the effector track in order to flow directly into the extruded cube. Can you help me with that?
How did you learn blender? What courses did you complete for that? Or did you learn blender software only through youtube channels? If you can please reply for this
Hi Ryan, thank you for this, however after adding all the fluid types and settings and even increasing the size of the iscosphere, I`m not getting the fluid animation. I have even baked it but still nothing, what could I be missing?
It took me a while to understand why I wasn't seeing my simulation preview in the viewport. The reason is because, when set to "Replay", it caches the sim, and if you make any changes those changes won't update, because the cache is still there. To reset the cache, you can change the resolution-then back to default again. For example: You played the sim at 32 rez, so reset set it to 34, then back to 32, and when you press Play you'll see it updated.
Pls i need help in my scene there's no water coming out of the object. I also tried increasing the size of the object but that didnt solve the problem. It worked initially though but when i moved the objects the animation plays but nothing happens. I tried deleting everything and starting again but still nothing is happening. Also i tried applying the objects scale but it still didnt work
+Some tips for those users who doesn't have 128 cores threadrippers... •domain size *must be* as smaller as possible because mantaflow optimizations is somewhere near titanic's current position and it would calculate nothing most of the time.This small thing could save plenty of hours of baking time. Also smaller sized domain could have less resolution than poorly sized one with bigger resolution with the same voxel size which also means less calculation time. •always use particle size 1.05 •Diffusion 1000000x > viscosity •Adding Smooth modifier on domain for render with facfor=1 and ~5repeats *drastically* increase quality of lowresolution mesh •you can never touch "mesh" settings on domain. completely gives nothing except wasting time to play with them
Maybe this will help some people, this is what worked for me The icosphere isn't making water -> delete the icosphere and remake one that hasn't been scaled down too small The water keeps clipping through the slope completely and going down in a straight line -> Make the slope and the cube two different objects The water keeps clipping through the object even though I've raised the resolution to 100 -> Size everything up a lot except the icosphere.
Not to be off topic, but can you do a video on "Procedural Water Drops", for use on a soda pop can or a glass cup? Your teaching skills are top notch, the best on UA-cam.
Love your videos! Could you tell me what PC specs you have, I have saved up about $1300 to buy a stronger PC specifically for blender. Would that much be enough?
Awesome tutorial! This is a great place to begin, well-explained and a good pace. I have a question to take it further though: if you want to the fluid to not be uniform (lava flow is my ultimate goal, but same would apply to dirty water or mixed color paint), can you MIX two materials together in the fluid simulation?
Hey man thanks so much, this and the cloth sim tutorial have been extremely helpful, and your teaching style is excellent. Perfect amount of repetition / reiteration in certain areas. Just one question though, is there any particular reason you use the denoiser in the compositor as opposed to using the one in the render settings?
I've wondered about the denoiser as well. I remember a couple years ago some UA-camr suggesting using the denoiser in the compositer (with "Denoising Data" checked on, and Denoising Normal and Denoising Albedo plugged into the Denoise node in the compositor) so that's just how I've done it without really knowing why. But now in 2024, is there a "best" way to do it? Is some version faster / is some version higher quality but slower?
if you render this at 100 cycles will it show the scene? bc i did that and all i have is the pool at the bottom and the ramp is gone. do i need to up the cycles to get the whole scene to show? it rendered fine as a still image but when i hit save animation things are missing.
Amazing tutorial as always. I'm having difficulty removing the Domain box for rendering. I've clicked Mesh and also looked at Viewport but no option for NONE. I'm using 3.4.1. Any suggestions?! Thnx
Pretty nice and complete as a begginer tutorial!
I would like to point out a few simple settings that will easily improve the result even more, if anyone wants to take it a bit further.
- On the domain, the "fractional obstacles" checkbox can improve the flow against diagonal obstacles and help with the water getting stuck in a stair pattern on the slope.
- In the "mesh" section of the domain, you can set the "upres factor" to 3 and get a much more detailed mesh for the same simulation.
- Still in the mesh section, you can check "use speed vectors". This will allow the fluid to have motion blur at render, which will make it a lot more realistic. The cache format needs to be set to "uni cache" for this to work.
Usually after I finish watching a 1hr tutorial video, I feel scared to start sth new, but when I watch this guy's videos, I feel like I already know what to do and how I wanna do it. That's how I learnt how to animate anything using his animation beginner tutorial. That right there is a rare gift.
glad my videos help!
Just want to say THANK YOU for all effort you put into this videos. they are extremely educational
Glad you like them! thank you for watching!
Great tutorial, I just found 1 confusing thing. When the water goes thru the effector, you say that the solution is to increase Resolution Divisions. What helped in my case (I was doing my own scene, very large objects and a looot of water ;) but I wanted to learn about the fluids in Blender from your tut, which was great), was the Surface Thickness in the Effector settings. I had to set it to 0,5 and it worked even with very low resolution divisions. Thanks anyway, great tutorial!
you just saved my life, i had no idea why it wasnt working, just thank you.
Thank you!
thank you!! I was just trying with a basic box and I was wondering if it wasn't working because it wasn't thick enough
This was great. Thanks. I think another really important tip for beginners is that fluid simulations work much better at large scale - even if you have a great graphics card. So if you are modeling something like a faucet, don't use real world scale or you will end up needing a resolution of 200-300+, it will take forever to bake, and you will still struggle with effectors not working properly (e.g. fluid through the mesh). If you scale everything up 5-10x you can work with lower resolution and get much better results. I've learned this the hard way.
Clever trick …i see how that would work 😮
If you want to set up a very small fluid source, set Flow as mesh plane with IsPlanar checked and resize it as much as possible, the effect will now depend only on ResolutionDivisions.
To reduce the fluid even more and give it more character, add to your FluidDomain a Displace Modifier with Strength eg -0.02 and after it a Subdivision Modifier to remove the resulting artifacts.
Remember that this sometimes breaks brush painting with Dynamic Paint.
Also, I had a case where I was using two separate fluid domains in one place and wanted to use them as a brush dynamic paint, but either one or the other didn't work, adding them to one collection and using the Brush Collection in dynamic paint options helped.
Sometimes it happens that when we attach Flow mesh to the armature, the fluid simulation will not work, you need to bake the Flow mesh movement and detach it from the armature.
Thanks for the tips! 👍
This was extremly clear and easy to understand, I didn't even feel the need to rewind to listen again in any point
Intro had me thirsty af lol
Haha yeah watching this made my thirsty too. 😄
Made me need to pee.
You too?
Yeah water is nice
U want mine to quench 🥵😏
شكرًا
Thank you for your support!
Man.. they way you explain every common little step like we're kindergarteners on every video, despite some of them being pretty advanced.. I really appreciate it😆
thanks!
This was a great tutorial. Everything made sense and was easy to follow. I’ve messed with blend a few times over the years but never really got to into it beyond making a couple object so this was fun.
thanks for watching!
for anyone not seeing fluid in motion @8:00 : go to flow source of the icosphere -> change the surface emission to 1
Yo, thank you so much!
Wow. As a beginner, I thought I had found so many good tutorials about Fluid. Then back to one of my favorite channels, I realized again why you have “King” in your name. It's great how precise and much more detailed you explain than others. Thanks for all your work!
thanks. but king is just my last name
Idk why but love how he say "Shift + A" lol
Great tutorial man
Haha thanks
This is a very fine tutorial. Ryan clearly puts a lot of work into the structure of his presentations.
thanks!
I am a newbee with blender, I have learned most of your tutorial for material and it really helped me a lot. Thank you so much for everything you have done. 🥰🥰
thanks for watching!
Thanks! So, hypothetically, we have a scene with a great deal of steam coming from vents, is it better to bake the steam, than add it after creating a scene for rendering purposes? Plus, what should we think about in regard to scale when it comes to using simulations for a set piece that might be extraordinarily complex?
Thanks for your support!
I would recommend baking simulations at the end of a scene creation, because simulations can slow down the viewport, and if you change something in the scene, you might need to re-bake it. And yes, modeling to scale can be helpful, to make the simulation look more realistic and to have a more realistic simulation speed.
@@RyanKingArt It was good times! There is no shortage of tuts on fluid simulators, but you avoid the fluff and unnecessary, if not infuriating, sidenotes to amuse, and you have a pristine attention to detail.
It is going to be time for an RTX video card in my future in order to do the things that I want to do that will be compatible with Cycles. Going forward, I would love to see a tutorial on retopology for characters in order to hit up UV mapping and procedural textures on sculptures/figures with intentions to animate while reducing rendering times.
Thanks, Ryan.
thanks for the video ideas!
The force is strong with this one :) Can't wait to toy around with all this and so much more and especially integrate it into a complex simulation for most of my inventions (from al things architectural and urban + interior design, vehicles, clothing and footwear and practically all sorts of objects) And also, I'm quite curious what the 5000 series will be capable of :) Especially in your hands :) may the FORCE BE WITH YOU !
The only guy I have found the most help
glad it helped!
I love your tutorials! They are very thourough and teach not only how to make the simulation but a bit more about why you're choosing certain options. Thank you for all the hard work you put in!
Glad you like them!
@@RyanKingArt quick question, do you know how to make the end of the water simulation taper off rather than fall as a glob at the end? I hope that makes sense. ☺️
Thank you for creating such a clear and clean explanation video
Highly Recommended. Thanks for the "deep dive" into fluid sim. This has helped me tremendously and would steer anyone who wants to learn blender here first. 🤘
glad you like it!
Finally a water simulation that has a reality gravity, not like slomo water stuff. But I hope in the future tutorial when you want to make a water simulation, just add motion blur whatever in post or in Blender native motion blur to add more realism water motion...
Thank you! I love controlling when the fluid is shooting out!
the box wrapping the mini scene drives me insane
I always watch your video cause you teach us slowly and your tutorials really help me. You are my best teacher
glad my videos are helpful! thanks for watching!
Stopped by because I couldn't figure out why my fluid sim wasn't simming (it turned out my outflow object was too small), stayed around to the end because it was so well presented.
Ahh ok. thanks for watching
amazing content, thank you Ryan
welcome!
First off I've been using blender for about 7 years giver take.
I've created muscle memory and then I didn't use the program for a long time and then created muscle memory and then didn't use it for a long time. I've watched hundreds upon hundreds of tutorials online from various people.
Your tutorials by far are extremely exemplary!
I watched a lot of Ducky video Tutorials. By far you are the best at explaining. U take the time to teach people and that's amazing you don't skip over anything.
I am just so impressed with your tutorials and your ability to create a immersive environment in which to learn them.
I just have a question.
I did this tutorial and when I added motion blur it made it look like it was gaseous.
I've spent hundreds of hours watching your videos and trying to emulate what you do. You are a freaking genius.
Thank you for all that you do and I wish that I could support your page, all your pages I should say.
I'm just broke as a joke.
You are a huge inspiration!!
One last thing, if you don't mind me saying is that, I use Imperial.
I don't know metric.
It's possible that my viewing instructions might be different because I don't use metric settings.
Your input would be greatly appreciated.
Ty
Big Thanks, Ryan!!! You and your brother are Amazing. I've been working on a fluid sim lately, and this is perfect. Infinite Thanks and Appreciation for you. God Bless
glad you like it! thanks for watching!
Great Video !
Loved every part of it ❤
Your teaching style is really relaxing and Awesome !
Glad you liked it!
ok two videos in -- I def shoulda subbed on the first video. thank you!!
thanks for watching!
I love this channel!!!
thanks : )
finaly a tuto that worked! it's the 4th i try thank's a lot
Thank you so much for this lovely helpful tutorial...❤❤❤
Glad it was helpful!
@@RyanKingArt ☺️
at 20:58 my outflow doing nothing. I am not sure what I am missing.I am using 3.6
Really marvelous tutorial
God bless you
thanks!
Thank you for explaining the domain object. That was what I didnt understand before
Glad it was helpful! thanks for watching.
pretty nice, awesome video. easy to follow and very instructive. I guess it is one of the most complete tutorials about fluid simulation. Thank´s
Glad you liked it!
bro i love getting baked, learning blender is gonna be epic
Really a best Tutor of Blender ,Very patiently explaining every option ,Its possibilities and its output outcomes ,Thank you so much 😊
thanks for watching!
@@RyanKingArt thank you Ryanking sir ,Love from India 🇮🇳 😊🙏
perfect just the thing i'm looking for to learn next, thanks ryan
thank you for watching!
Dude, you're the Bob Ross of Blennder! Only faster and not making anyone go to sleep
thanks!
@@RyanKingArt What machine are you using for such renders, and is there anything you DON'T know? Congratulations!
Great tutorial
thanks!
how can you have consistent flow based on the settings in "initial velocity" it seems that it stops emitting water after a short squirt, where to extend that?
Wow. This was so so helpful. Thanks so much
glad it helped!
Oh my god, youre king in blender Tutorial
Nice one, Ryan!
thank you!
Hello. Can you make a tutorial of a liquid climbing through a tube and depositing the fluid in a container?
I've learned a lot by watching your tutorials. Thank you for all you do. Subscribed.
Thanks for the sub!
awesome tutorial the material part was super useful
Glad it was helpful!
@@RyanKingArt wow I just realized you reply to almost every comment that's really impressive also I finished my fluid sim it's on my channel
@@NeonLabsss cool I will check it out!
Thanks you
We need all blender physics tutorial from you
thanks! This video has been getting more views then my average videos, so maybe I will make more simulation tutorials in the future!
If your fluid is going through the slope, a possible cause is wrong face orientation in modeling. Click "Face Orientation" in Overlays, and the blue side of the slope should be facing outwards. If the red side is facing outwards, go to edit mode and flip it.
thanks for sharing!
Thank you brother
Welcome!
Thanks, i was really waiting for this one.......❤❤❤
Hope you like it!
Tbh this guy teaches blender more simply than blender guru
glad you like my videos
i was literally waiting for this 😂 thank you, great video
thanks for watching!
awesome video I'm a beginner to blender this video helpful to learn a lot of things
Glad it was helpful!
Damn, I need a new PC, baking is taking forever.
thas normal
Nice!
starship is going to launch tomorrow!! 🚀
Thanks! Yes I'm excited for the Starship launch tomorrow!! 🚀 🚀
@@RyanKingArt IM AM STREAMING!!
WE HAVE LIFTOFF!!
@@KionLionGuardOfficial Yep I was watching the SpaceX live stream!
You're my hero!!! Thanks a lot! ❤
You're welcome!
Thank you bhai
So, there must be a problem... When I lift my resolution to 100 the fluid does NOT follow the effector track in order to flow directly into the extruded cube. Can you help me with that?
Excellent tutorial, easy to follow. Thank you.
glad to hear that. thanks for watching!
How did you learn blender? What courses did you complete for that? Or did you learn blender software only through youtube channels? If you can please reply for this
thanks for the tutorial and explanation.
You are welcome!
@@RyanKingArt Hope you can do tutorial for water ripple and water splash too.
do you know the fix if the liquid is not showing in the viewport?
Really appreciates your videos.. Big thanks.
Glad you like them!
Great tutorials!!
Glad you like it!
Hi Ryan, thank you for this, however after adding all the fluid types and settings and even increasing the size of the iscosphere, I`m not getting the fluid animation. I have even baked it but still nothing, what could I be missing?
i love it 😍your tutorial
thanks!
It took me a while to understand why I wasn't seeing my simulation preview in the viewport. The reason is because, when set to "Replay", it caches the sim, and if you make any changes those changes won't update, because the cache is still there. To reset the cache, you can change the resolution-then back to default again. For example: You played the sim at 32 rez, so reset set it to 34, then back to 32, and when you press Play you'll see it updated.
i had no idea how to make water thx for the help
You're welcome!
@@RyanKingArt :)
excellent!!!!!!!!!!!!!!!!!!!!!!!!!!!
thanks!
31:15, your face trying to not say what we all think about 😂 Great tutorial!!🤟
You mean this? 💩 😂
thank God for the timestamps!!
you're welcome!
Pls i need help in my scene there's no water coming out of the object. I also tried increasing the size of the object but that didnt solve the problem. It worked initially though but when i moved the objects the animation plays but nothing happens. I tried deleting everything and starting again but still nothing is happening. Also i tried applying the objects scale but it still didnt work
Thank you again Ryan.I am a little rusty atm xx
I'm a beginner and I'm quite sure I'm gonna learn fast with you. I come from unreal engine. I thing blender and unreal is a quite wonderful workflow.
hope the video helps!
Thanks a lot.
you're welcome!
+Some tips for those users who doesn't have 128 cores threadrippers...
•domain size *must be* as smaller as possible because mantaflow optimizations is somewhere near titanic's current position and it would calculate nothing most of the time.This small thing could save plenty of hours of baking time.
Also smaller sized domain could have less resolution than poorly sized one with bigger resolution with the same voxel size which also means less calculation time.
•always use particle size 1.05
•Diffusion 1000000x > viscosity
•Adding Smooth modifier on domain for render with facfor=1 and ~5repeats *drastically* increase quality of lowresolution mesh
•you can never touch "mesh" settings on domain. completely gives nothing except wasting time to play with them
Awesome tutorial Ryan ! Im making a sink to test it, put the icosphere inside the tap :D
great! 👍
Maybe this will help some people, this is what worked for me
The icosphere isn't making water -> delete the icosphere and remake one that hasn't been scaled down too small
The water keeps clipping through the slope completely and going down in a straight line -> Make the slope and the cube two different objects
The water keeps clipping through the object even though I've raised the resolution to 100 -> Size everything up a lot except the icosphere.
Thanks!...it works
Thank you needed this so much
thanks for watching!
A Tutorial about the New hair System in blender 3.5 would be nice 😊
thanks for the idea! 👍
what a good tutorial, god damn
glad you like it
Not to be off topic, but can you do a video on "Procedural Water Drops", for use on a soda pop can or a glass cup?
Your teaching skills are top notch, the best on UA-cam.
thanks for the tutorial request, I will consider it. 👍
Love your videos! Could you tell me what PC specs you have, I have saved up about $1300 to buy a stronger PC specifically for blender. Would that much be enough?
Awesome tutorial! This is a great place to begin, well-explained and a good pace.
I have a question to take it further though: if you want to the fluid to not be uniform (lava flow is my ultimate goal, but same would apply to dirty water or mixed color paint), can you MIX two materials together in the fluid simulation?
you make it look easy
How to set the flowrate in a more accurate way? For example 0,5 m3/s of flowrate independently of inflow shape/volume? If no… how I can calculate it?
Talented guy
thanks!
Thank you for this tutorial !
you're welcome!
Great tutorial! Fast-paced and easy to follow!
glad you like it!!
Hey man thanks so much, this and the cloth sim tutorial have been extremely helpful, and your teaching style is excellent. Perfect amount of repetition / reiteration in certain areas. Just one question though, is there any particular reason you use the denoiser in the compositor as opposed to using the one in the render settings?
I've wondered about the denoiser as well. I remember a couple years ago some UA-camr suggesting using the denoiser in the compositer (with "Denoising Data" checked on, and Denoising Normal and Denoising Albedo plugged into the Denoise node in the compositor) so that's just how I've done it without really knowing why.
But now in 2024, is there a "best" way to do it? Is some version faster / is some version higher quality but slower?
if you render this at 100 cycles will it show the scene? bc i did that and all i have is the pool at the bottom and the ramp is gone. do i need to up the cycles to get the whole scene to show? it rendered fine as a still image but when i hit save animation things are missing.
This is awesome. Thanks
Glad you liked it!
Thx! Very nice tutorial!
Glad you like it!
Love ur videos
thanks
Amazing tutorial as always. I'm having difficulty removing the Domain box for rendering. I've clicked Mesh and also looked at Viewport but no option for NONE. I'm using 3.4.1. Any suggestions?! Thnx