FLIP Fluids in the real world [example / breakdown]
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- Опубліковано 2 жов 2024
- This time i´m sharing my 1st successful composition of a FLIP Fluids rendering with real footage!
I know there are many things that i could have made better.
As i´m using a limited simulation grid (small domain) to keep the simulation time short- it was my goal to have a transition that is as seamless as possible.
The trick is to feather out the waves and to match the colors.
• Simulation time only 2h30min (that still is amazing!).
• Cycles rendering of 3 passes: about 20hours
• Used Blender 2.83 + FLIP Fluids addon
• Used Syntheys for 3d tracking
• Used Davinci Resolve for compositing and grading
• Footage was shot with a Mavic Zoom
• Location: Rursee in Germany (Eifel)
#b3d #blender #flipfluids #dfvideos #flipfluidsaddon #blenderphysics #rlguy #helloaudiio
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Enjoy watching!
The lighting so well done! Composited really well, the only critique is the clumps of mesh on the tube, but that was hard to notice lol. The simulation's motion and sense of scale is really well done as it really sells the size of the tube as it flips through the vast lake :)
awesome! pls tutorial quickly damn! kk
Unfortunately I have too small scale of the 3d scene so the foam looks like in bath tube anyways amazing...
Please make a tutorial on this
Wat🤨🤨🤨🤨
Please Make Fracture Modifier Physical Rough edges Tutorial
Okay- ill notice your request and try to finish it in the next few months
Really awesome video :D How do you increase the influence of the torus to the fluid ? I mean when the torus impacts to the ocean then there're a lot of splash. I did try to increase the friction of obstacle and the resolution of domain but it didnt work at all...
I think you need to increase the world size some more ;).
@@Blenderphysics-Videos hi! I tried increasing the world size but it still doesn’t interact with the torus. M i missing something? Please help
Thank you for this. How do you get the fluids to match the background? I want to do something similar with an ocean scene. I don't quite understand how to get the simulation to blend with the water in the scene.
Its rendered on a transparent background and then composited in post. This way you can match the colors without changing the background.
@@Blenderphysics-Videos did you use HDRIS, and did you have any surface blocking light from down ?
Tutorial please
Wow you give as tips and amazing concept ❤❣️❤❣️❤
You can use Natron for vfx instead of davinci resolve.. Natron is free..
Sure! Resolve is for free, too ;).
But i still have owned a license.
hello. this looks amzing, please i have a question. how do i manage to create a mask like that on the ff sim so that i can comp it seamlessly with real footage? thank you
Use a gradient texture to fade the surface shader out. There will be some prepared assets for this soon ☺️
what passes have you rendered? how did you achieve the reflection? can you only render foam and bubbles and etc. only seperately? not the whole fluid?
We are working on a passes system the does all this automatically.
The reflections are on the simulated fluid surface what fades out into the footage.
@@Blenderphysics-Videos I am using blender too but I haven't had enough imagination like what kind of passes have you have used or.. please do a tutorial!
please do a short tutorial
how did you do the color grading so well? it litterly looks the same as the real water
I have used a radial gradient texture (opaque to transparent) to fade the fluid out on the edges. Color matching was done in post production (with davinci resolve)
@@Blenderphysics-Videos ah ok, thats smart. Well done dude
Could you please provide tutorial for this ?
A compositing tutorial will be released next month. FLIP Fluids will release the new compositing tools and a tutorial comes with this.
Did you render the flip fluids with color or just grey scale? Or is the flip fluids material just reflective? Is it masked out ? Is that how it has an almost perfect circle as it fades?
Its rendered as colors. Including reflections etc.
I´ve used a radial mask to have transparency at the edges.
@@Blenderphysics-Videos thank you. How do you get it to match the color of the water? Did you use and horizontal image?
great! please make a tutorial
Can anyone tell me what is the name of these passes?
TIA
Didn’t use passes but tryed different visibility settings and exported each as separate sequences
Wow
You can make new Godzilla movie)
Sure :D
Tutorial ?
not gunna lie, kinda looks likes like where i live
can u help me i have simulation but i want to the compositing like u have done in this video please help me i want to create my portfolio
You can use a texture to blend your surface material to a transparency node - that’s the trick ;).
Hello, I'm also interested in this, did you succeed? And how? Thank you
Amazing ! both for the simulation and compositing!
Thank you :)
How did you get the lighting perfect, because that's the most important thing to make VFX look real
I´ve used a drone to shot a 360° panorama picture.
But you can also use HDRI-Images that matches best to your scene.
@@Blenderphysics-Videos wow thas sounds good
@@Blenderphysics-Videos how you able to match cg water and real water color so perfectly?
Great Job,
did you use a real scale ? I mean, the torus you use to make simulation was in real scale (for example a torus with a diameter of 50 meters for this scene)?
Yes, nearly. But also previewed it before the final rendering.
This looks amazing
Looks very realistic. But at one point, the splash left the domain, giving the otherwise high realism a little dent.
Plz do a full tutorial..
Will take a while, but i am thinking about how to explain.
name of 3 pass please?
Fluid, foam and objects. There will be compositing tools in the future 👍
Flip
Fluids
Hello! I am Atique from Bangladesh and I just want to say I love your works! I love flip fluid! Also I want to learn graphics programming so I would be very grateful if you answer one question. How do you develop such plugins? I mean what sort of things do I need to learn to code such simulation programs? I study engineering but not CS so if you guide me a little by writing 4 or 5 lines about the syllabus, maybe I can study those and learn one thing or two. Please consider this request. Thank you so much!
Hi! I followed the details in these notes to start building the simulator: www.cs.ubc.ca/~rbridson/fluidsimulation/fluids_notes.pdf
There is probably some overlap in the subjects of engineering. Some subjects to look into are linear algebra, differential equations, numerical analysis, data structures (signed distance fields are an important data structure, and also 3D grids), and high performance computing. A course on the fundamentals of computer science could be very helpful.
This simulator was written in the C++ programming language and uses Blender and Python language for the user interface.
Doyub Kim's Fluid Engine Development textbook has a lot of information, and also contains all the code examples for different fluid simulation systems: fluidenginedevelopment.org/
Hope this info helps!
Wow ! Thank you so much! I can't believe you replied. I am looking forward to start learning these things. Btw, I made this video with your plugin yesterday. I posted it in r/blender and got 2k upvotes. My post was yesterday's most upvoted video in r/blender. I would be very happy if you saw the video. ua-cam.com/video/UG5dUSsg9Kg/v-deo.html
does anyone know how a breakdown is done , I also want to have some for my renders :)
Rendered everything in seperated sequences and then cutted in Davinci Resolve
I bought your plugin a few months ago as a student and am grateful for your work. Now i have found some time to go further into flip fluids, i'm trying to achieve a similar effect as in this video, but i'm just too stupid to use a flat surface (plane) as a fluid, like in this video, in my case it only works with real bodies (cube...). What could be the reason for that, I probably just missed a setting? Edit: After reading something on your website, I read that it doesn't work with Non-Manifold Meshes, but how did you implement that in this video? :D
Its actually not possible with flat surfaces. You need some thickness to get the simulation to work.
I think he just it with a cube. The torus rotates about halfway outside the fluid domain. If youre having issues getting a flat cube to produce fluid particles you could always go with a normal cube and skip ahead in the timeline where the water has settled already
@@faintedG0ose Thank you, I thought so. So you probably have to put a block with a holdout shader under it when rendering or, otherwise it's not that easy in compositing?
Wow.
i need tutorial for this one
No, you don't.
Track video > Create torus > do the spinny boi > add flip fluid at 256 resolution > colour correct > done.
@@pawnix4122 but the problem is to how to match this cg water color with real water, and how he able to draw circularmask around it,
Please tell me if you know this
@@rushitanpure I've not made this spesific scene myself, so I can't say that my method works 100%, but you could mask out the area where you want the water using a sphere with hold out and render the entire scene like that. You can now smoothen the mask in post using a blur node or play with the math node. Colouring the water the same is just trile and error. I don't know of a way to instantly get the correct water colour, sorry.
please make tutorial of live vfx integration in ocean vfx
I will see if i can find some time in the future.
@@Blenderphysics-Videos please sir we need to learn ❤️ 😭 please make it as long and as detailed as possible. not that much biginner level but that level that everyone could understand. intermediate.
Thats so cool I love it.
NICE WORK!
tutorial plz
Maybe at a later time ;). We are concentrating on some other tutorials actually. Please be patient.