Es increíble el trabajo que haces, tengo que buscar videos en inglés para aprender más de este maravilloso programa por que en mi idioma no hay calidad como la tuya, espero que hagas un tutorial más explicado para hacer el agua por favor 🙏.
I'm a huge horror movie addict. I've seen every shark movie there is. The number is in the hundreds. The budget of those movies are often minimal but even for those who had money to spend, I'd say you managed to make a more realistic underwater shot of a shark than 99% of them. I really wish you'd make more like this video. Some sort of a follow up. Great job, very inspiring and impressive!
This looks soooooo good, like this might be the best tutorial/ blender video I’ve watched. I’m 100% going to make a underwater shark scene following your steps!! Thankyou
@@Regoliste yeah I know it’s weird but I think it’s because it’s a lot of different things coming together and making an insane looking underwater scene!!
You shouldn't use a transparent shader for the particle cube, it actually adds a bit of render overhead. You should instead just uncheck in the particles system settings "show emitter" under the "render" tab
It is an amazing tutorial!For me, the most difficult part is lighting ,I can't make the lighting as beautiful as yours. When the light go through water, it became blur and diminished, especially the spot light. And I also can't make the beautiful sea wave texture under lighting.Could you give me some suggestion?
Great tutorial, although when I go into cycles or rendered view, it doesn't look like water and rather a flowing color, and when I render or go into the camera, I can't see the water at all
Love the Tutorial but ofc like Always it doesn't Work for me, the ocean and the volumetric just turns black, imma stop with Blender cause its so annoying that everytime something goes wrong with my crappy laptop
i had this exact issue a while back with some other Blender tutorials and it really discouraged me from continuing with Blender, but recently i went through some more robust tutorials and it seemed to help me. if you still wanted to try this out there's an extended version of this tutorial made by the same guy: ua-cam.com/video/0OI8TFmjQvM/v-deo.html&ab_channel=Regoliste In the comments under that video someone asks about that black ocean problem, turns out you just needed to rotate the ocean upside-down which wasn't mentioned in this video. the extended tut goes much more in detail. hopefully you won't be discouraged for too long if you're still interested in 3D modelling with Blender
It's uncommon for viewport functionality not to translate to the final render. Can you further describe the issue? By caustics you mean the noise texture material based light hack right?
@@Regoliste Luckily I also made this scene a few months ago, and now I want to make a underwater animation for a school project, so I just copied the old scene and now it works. Still have no idea why the other one didnt work
where the hell is the visibility settings in the render tab 1:31. is it an add on cue i have never seen that setting in the two years i have had blender
@@Shattered3582 I don't know what to tell you dude, you can look up the official blender document yourself here: docs.blender.org/manual/en/latest/scene_layout/object/properties/visibility.html
@@Regoliste its fine, i have done a different scene and i would probably find out what is wrong by accident, but thanks for the help this tutorial did help with the water texture
This was a very bad tutorial... if you're going to make someone follow what you're doing stick to what you're telling them... at the end you didn't have the mid sphere, you didn't have the caustics, you don't show the size, you miss tons of steps, I'm an expert in blender and I couldn't follow it because you lose the audience time and time again... the results I was getting were so far from what you're showing and at times you say you added something and later in the video what you added doesn't show up... sorry just constructive criticism..
Bro are you sure you're an expert? I never said this was a tutorial. This video summarises all the basic tricks you need to know, combined together to make that cool shark scene. An expert would have learnt the general process and try it themselves. I've had many beginners send me their recreations following all the steps and succeed. And incase you missed it somehow, in the description and pinned comment I included a full 20+ minute tutorial of this going step by step, start to finish, for slow people like you that you can find right here: ua-cam.com/video/0OI8TFmjQvM/v-deo.html Hopefully you'll think and find the extended tutorials before offering pointless criticism. Good luck.
@@Regoliste I was ble to do it with no problem... but I find many tutorials like yours that say "how to easily create" when you skip steps, miss points, don't give exact measurements etc.. you're missing things, that's all. Bro! you should have called this one... tips and tricks on how to create, or here are some tips to make a something something. that's all.
@@jcsfx710 Well I appreciate the feedback anyways. Again let me explain, this short video isn't a tutorial and so I can title it whatever I want because I'm not tricking or clickbaiting anyone. The video is meant to be a short and engaging summary, covering only the most important steps so the audience can easily watch and learn along. This means more people see, watch and enjoy my video, which is very good for my channel growth. But I also know there are people that prefer full step by step long tutorials, which is why I made extended tutorials for those people. But making full detailed tutorials don't really benefit my channel at all, they get little views, are long and boring to most people, that's the truth. But I make them as an extra to my short videos because I try to be nice and helpful. It's hard to explain to a simple viewer, but when making youtube videos, there is a balance for making content that has to be both very good for the audience and very good for the creator. And that means making short videos with interesting title, thumbnails and editing is the best for everyone.
Incredible isn't it? The progressing power of one person equipped with one computer allows for the creative compositions that strive closer to cinematic quality than ever before. I appreciate the comment! You can do things too.
Check out the extended tutorial linked in the description for a step-by-step walkthrough, the volume needs a lot of settings to be played with like the density. You also need a strong sunlight to compensate and make sure your ocean plane shadow visibility is disabled.
I was legit smiling all the way through this tutorial. Super cool! I feel this was almost more a tutorial on the methodology of how to create an underwater sequence, very neat dude!
When applying an ocean modifier on a plane, the face orientation or 'normals' are on the top side, where it looks right. To view from below, you either need to 'flip normals' of the plane or just rotate the entire ocean by 180 so the top side becomes the underside, maybe check out my extended tutorial on this linked in the description, hope this helps
Finally someone who explains the WHY !!! Most tutorials out there are just tells you straight up to add something without telling why and when to use that said thing. Thank you for this subbed!
The underside of my plane is dark. Like from above it looks normal but from beneath its dark around the edges and only clear if you're looking straight up. Has anyone had a similar issue? Did I miss a step or something? I've spent a while trying a few different things with the lighting, the plane texture, and the world settings to try to resolve the issue but haven't had any luck yet. I also noticed that it only does this in cycles and not eevee. Is there something wrong with my render settings? I was hoping to do this render in cycles.
What you want is to fix the normals. Basically with a plane, the only correctly facing normal is the 'top' side'. This means that the 'underside' of the plane has inverted normals. Normals determine many properties of a material's final outlook, including refraction and therefore create those black artifacts I heard dozens of people describing. To fix this, you can simply flip the ocean plane so the 'top' and correct normals side become the bottom underside. I explain this in my extended tutorial of this video here: ua-cam.com/video/0OI8TFmjQvM/v-deo.html
@@Regoliste Thats not correct, normals should point up, from a light ray perspective, going from air to water is different than going from water to air. As long as the glass shader is correct, including the IOR the only thing you should see, as you said, is reflection or refraction. If you see black, it’s probably reflecting the black environment (which should not be pitch black anyways). Instead of a black half dome, it may be better to mix the bottom half of the hdr with a ramp going from very dark blue at the very bottom to light blue at the middle point of the hdr. Also to make shaders (shark skin) more realistic, you should substract 0.33 from there IOR as this is the difference between air and water IOR. For example, if you have a glass bottle with an IOR of 1.55, you should change it to 1.22 if you’re going to render it underwater. If you’re going to add air bubbles,use an IOR of 1.33 but the normals should point to the inside, you’re going from water to air, the same as the plane for the water surface.
Really awesome. Looks fantastic without being overly complex and thank you for the "secret" detail of turning shadows off and the dark dome. I would never accidentally try these 2 specific things.
As of right now, Eevee isn't capable of accurately reproducing these effects. This ocean effect gimick in particular heavily relies on dense volumetrics and refractions, which is only possible by ray tracing within Cycles. How come you are strict on Eevee? I would encourage you to encoporate Cycles to your workflow if you desire realistic visualisations like this. Hardware shouldn't even be a limitation as Cycles today is incredibly efficient and powerful, I've done so much from just a laptop. Good luck out there!
You've achieved really impressive realism with this one. This effect could easily be applied to top movie production, and nobody would notice it. Well, maybe some CG freaks... Thank you very much for sharing all the steps in recreating the scene! 👍
thanks for the video bro, I did catch the caustics video from Polyfjord a while back, but never gave it a go. But now after seeing this I would like to create and underwater scene really soon. Good to know that I am starting to get a firm grasp of Blender. I tried to break down what the possible process of this was before watching the video, and got most of it right except for the refraction part, thanks for that! Liked and Subbed!
I have a small question. ive followed the steps as shown and everything looks ok, however, the dome does not seem to be blocking the light coming from the HDRI which is kind of confusing. is there anything i have to do to solve this Issue?
That really depends on how you've set up your scene. I'm very sure if I could take a look at your project I'd spot an issue immediately with your situation but I obviously can't. From the top of my head it could be a number of things. Cycles is a realistic path tracer so light behaves very logically. If you add a white plane, it'll bounce light, if you add a dark dome, it'll absorb light and darken the area like how we want. If you're dome's not blocking light I'd recommend investigating further into the scene. Is your dome big enough and high enough to block all light? Is it casting shadow rays? Is the material dark and rough enough not to bounce light? Maybe invert the face normals or see if it's your volumetrics that are causing the unintended effect instead. I'm just purely speculating and offering guesses but it's down to you to figure it out, maybe record a clip and share it on my discord if you really want me to take a look.
You definitely deserve more attention in Blender community. Great tutorial! Thank you for sharing. The final shot looks VERY convincing. All the best from Southern Poland! And keep up the great work. Adam
underwater volumetrics has broken me tried following step by step as soon as i soon out or add a camera i lose the volumetrics, tried to make the color as dark as yours, doesn't work, been on countless forms can't find an answer im fucking done with this shit
I think it's safe to say that the newest versions of Blender have some variations in results from the 3.3 I used for this scene. I have to say though that if I could probably recreate this effect on Blender 4.2 had I wanted to. The thing is every project is unique and needs their own tweaking to get the desired effect, and it's not wise to copy my arbitrary values and expect the same result. Scene scale, lights and volumetrics and camera distance are al very sensitive to changes for this scene and it's purely a matter of drive and patience until it starts feeling right.
Just started trying to use Blender a few days ago. Can already make some basic stuff such as a sword. This is incredible work man, underrated as hell. Keep it up.
It looks straight out of Discovery's under water Shark Documentry 😂 i think it's clickbait at start but you really done a Great job, keep making this Realistic CGI more.
1:40 how to import the Shark Model? i've downloaded from the same artist in your description but the file is .blend. but i'm confused how to import it to my underwater project
Easy! Make sure you enable the 'Copy Attributes Menu' Addon that comes with Blender already. Then it's literally as easy as copy pasting any other file, open shark blend, select the shark bone and mesh, Ctrl+C, go to underwater blend, Ctrl V, that's it, basically like appending but faster, hope this helps!
Great video, but two points of feedback. Lowering the focal length means increasing the FOV. Lower focal length = higher FOV = wide image. Also, to truly simulate an accurate underwater shot, you would have to simulate Shell’s window, which is the circular area of clarity seen when looking upwards from underwater, beyond which the surroundings reflect due to light refraction.
Great tips! Yeah I messed up the words of focal length with FOV so you got me there haha. And yeah I did briefly think about that 'area of clarity' that exists when looking near up, would have looked even better with it, but at the time it wasn't worth the effort to figure out how to apply such a tiny effect. And let's be honest here, this whole process is only a mockup and some cheap tricks to imitate the general stylization of real underwater footage, the effect can easily break but for the most part I think it works. If you want to get technical and explore true computational simulations of large scale water bodies I'd suggest looking into WetaFX and their impressive work on Avatar: The Way Of Water, which ofcourse in order to obtain truely accurate simulations, was generously backed up by an entire vfx house, millions in funding, thousands of industry setup GPUs and literally unprecendented simulation solving technology that accumulated up to 18.5 petabytes in data for the film, which sorta gives you an idea of the difficulty of recreating real life on our tiny computers hehe.
Would really help to explain which nodes were used for everything. Definitely the Add and Difference. I'm a beginner and have now clue where to find those.
Hey there. As mentioned at 2:56, The node you're looking for and can search in the bar is called Mix node and its responsible for providing a variety of color mixing options such as add and difference, hope this helps.
How do I judge how fast a creature should go in proportion with the movement animation? I don't want a slow moving creature go too fast from point A to point B.
I have a problem with the caustics on the spotlight, on a plane they work but as soon as I add the nodes to the spotlight plus the mapping and texture coordinate it doesn't show
I had to incresse the lights by quite a lot, and also do a solidify modifier on the water because of the normals, are those normal?. Great stuff btw, my Suzane is now sinking.
Can you explain your issue a bit? In order to animate the ocean, in the ocean modifier settings you need to keyframe the 'time' value and change it along your timeline to see a moving ocean.
Hey! I'm having some trouble with the volumetric part, no matter how much i try i cant get it to look no where near as good as the one you made. Could a follow up tutorial be possible, or perhaps i could have the .blend file? Cheers.
I hate to burst your bubble buddy, but real physically based caustics have been in the material settings tab since blender 3.0. Great job either way, but we have real caustics now :)
You can have your physically based causics, I'll stick with my easily impressive caustic effects and far lower render times for now. The new shadow caustics are awesome if you're working with tiny focused pools of water and glass, but to be honest is a hard hassle when you've got a giant ocean plane plus heavy volumetrics which is just going to end up costing valuable gpu calculations, feel free to try for yourself. Even Avatar 2 needed years to invent unprecendented cgi water technology and industry setup GPUs for it's large scale water simulations. I'm just happy I got a decent result with this blender mockup haha.
@@Regoliste The physically based caustics are pretty fast. They just take the occlusion map of the object and use the map to occlude the lighting. The coolest thing is that it works with HDRI lighting as well as animated waves/glass since it calculates the map in real time. Its pretty much the same process that you used, except built in as a feature now. It may take an extra .1 - .5 seconds per frame to calculate the map in real time, but it's barely noticeable as far as we have seen while helping with larger projects. And yes, we worked with WETA digital NZ on the caustics. The same people who developed the physically based approach for Avatar. I'm just a volunteer feature developer for the Blender foundation, but I got to work on implementing the 3.31 LTS version of Caustic lighting :) Also, the option is in the light properties, not the material properties. That was my mistake.
@@canis_machina7280 Woah the fact that you're a developer for Blender and Weta means you probably know better than me, that's awesome, I'm definitely looking forward to finding a use for that feature in a future project. I've also always admired at how good Unreal Engine is as a tool and it just shows what's possible in 3d, pushing the limits of graphics with great looking oceans, simulations and particles, and all in real-time, what a flex. Hopefully that sort of 3d power and accessibility is transferred into Blender. I'm just happy our Blender is growing in features, can't wait to see what that BlenderLAB cooks up for the future.
@@Regoliste Oh God no, not for WETA. Just the Blender Foundation team. It would be a dream to work for them, haha. We worked with WETA through virtual meetings when we first started the Mantaflow redesign in 2018, and again for caustics in 2019-2020. They were just our main contact for the backend feature team. And I agree! I'm always promoting bringing back the Blender game engine during meetings, but that's not a main focus right now since UE is such a great tool. I would however love to see more integration between PSL layers since they both support Python and C# backbends. It would be nice to export physical simulations to UE for fine tuning with their Niagra system, and then render in real time with UE as well. That, and ray tracing support for Eevee is a main goal at the moment so we can get screen-space refractions to be close to the accuracy of Cycles while maintaining the efficiency of Eevee's backend. But of course non-rayteaced Eevee will always be around for preview renders or cartoony style animations.
I've uploaded an extended tutorial (start to finish style) of this that you can check out here:
ua-cam.com/video/0OI8TFmjQvM/v-deo.html
Es increíble el trabajo que haces, tengo que buscar videos en inglés para aprender más de este maravilloso programa por que en mi idioma no hay calidad como la tuya, espero que hagas un tutorial más explicado para hacer el agua por favor 🙏.
this vdeo looks great but definetaly not beginer friendly, I hope I can follow the extended one, thx
Very poorly explained
I'm a huge horror movie addict. I've seen every shark movie there is. The number is in the hundreds. The budget of those movies are often minimal but even for those who had money to spend, I'd say you managed to make a more realistic underwater shot of a shark than 99% of them. I really wish you'd make more like this video. Some sort of a follow up. Great job, very inspiring and impressive!
100% agree on this, he puts lots of moviemakers to shame with his talent.
@@heveycreations4197 Thanks man that means alot, I just like to attempt making good looking shots and see what I end up with.
@@Regoliste Have to agree with the above. Stunning example! Thanks for sharing your workflow with the community.
But have you seen cruel jaws?
@@SmugCrusader Oooooh yeah, good old Bruno Mattei directed that one (under pseudonym) :-D
I was breaking my head about how to create such a scene.. Thank you so much, it looks very good! 🎉🎉
This looks soooooo good, like this might be the best tutorial/ blender video I’ve watched. I’m 100% going to make a underwater shark scene following your steps!! Thankyou
Hey thanks! That means a lot coming from someone who has similar content. Didn't realise my little shark scene was this inspirational haha
@@Regoliste yeah I know it’s weird but I think it’s because it’s a lot of different things coming together and making an insane looking underwater scene!!
@@ImSol3D sol watcha doin here?
You deserved a new subscriber. Simple and effective tutorial and a beautiful result.
Thank you very much for the tutorial, i decided to make a 3d animation for a school project and this has helped a ton.
Truly impressive.
Thanks!
You did keep this video Precise and Concise, Great work!
You shouldn't use a transparent shader for the particle cube, it actually adds a bit of render overhead. You should instead just uncheck in the particles system settings "show emitter" under the "render" tab
Very useful tip that I will keep in mind from now on, thanks.
@@Regoliste You're welcome :)
thank you
Awesome workflow and a great result!!
so cool!
It is an amazing tutorial!For me, the most difficult part is lighting ,I can't make the lighting as beautiful as yours. When the light go through water, it became blur and diminished, especially the spot light. And I also can't make the beautiful sea wave texture under lighting.Could you give me some suggestion?
Great tutorial, although when I go into cycles or rendered view, it doesn't look like water and rather a flowing color, and when I render or go into the camera, I can't see the water at all
Really helpfull
i want to recreate the nemo movie hahaha
2:25 *INCREASE the FoV.
By reducing the focal length you INCREASE the Field of View.
Thanks for the correction
🔥🔥🔥🔥
amazing content👍 can you recommend any compositing tutorial 🙃
How to make animation like lights are off with no experience
3:10 i dont have [ ] use nodes, on spot light why? Oh i not turn on cycles sorry!
Glad you figured it out!
3:27 how to add the keyframe for the value node?
The only part that did quite work was the animation of the shark
Can you ever make any anime episode of 20-22min long . If yes then How much you charge for it can you plz plz tell me
Love the Tutorial but ofc like Always it doesn't Work for me, the ocean and the volumetric just turns black, imma stop with Blender cause its so annoying that everytime something goes wrong with my crappy laptop
i had this exact issue a while back with some other Blender tutorials and it really discouraged me from continuing with Blender, but recently i went through some more robust tutorials and it seemed to help me. if you still wanted to try this out there's an extended version of this tutorial made by the same guy:
ua-cam.com/video/0OI8TFmjQvM/v-deo.html&ab_channel=Regoliste
In the comments under that video someone asks about that black ocean problem, turns out you just needed to rotate the ocean upside-down which wasn't mentioned in this video. the extended tut goes much more in detail. hopefully you won't be discouraged for too long if you're still interested in 3D modelling with Blender
does anyone here know how to render the caustics? beacause they work in the viewport but not in the render
It's uncommon for viewport functionality not to translate to the final render. Can you further describe the issue? By caustics you mean the noise texture material based light hack right?
@@Regoliste Luckily I also made this scene a few months ago, and now I want to make a underwater animation for a school project, so I just copied the old scene and now it works. Still have no idea why the other one didnt work
Make some tutorial for android user 😊
I don't know why but your Comment irritates me so much.
where the hell is the visibility settings in the render tab 1:31. is it an add on cue i have never seen that setting in the two years i have had blender
It's purely from Blender. For context, the visibility settings is only possible in cycles and when selecting an object.
@@Regoliste it still isn't showing, i have tried it in two different versions
@@Shattered3582 I don't know what to tell you dude, you can look up the official blender document yourself here: docs.blender.org/manual/en/latest/scene_layout/object/properties/visibility.html
@@Regoliste its fine, i have done a different scene and i would probably find out what is wrong by accident, but thanks for the help this tutorial did help with the water texture
Can make a movie?
This was a very bad tutorial... if you're going to make someone follow what you're doing stick to what you're telling them... at the end you didn't have the mid sphere, you didn't have the caustics, you don't show the size, you miss tons of steps, I'm an expert in blender and I couldn't follow it because you lose the audience time and time again... the results I was getting were so far from what you're showing and at times you say you added something and later in the video what you added doesn't show up... sorry just constructive criticism..
Bro are you sure you're an expert? I never said this was a tutorial. This video summarises all the basic tricks you need to know, combined together to make that cool shark scene. An expert would have learnt the general process and try it themselves. I've had many beginners send me their recreations following all the steps and succeed. And incase you missed it somehow, in the description and pinned comment I included a full 20+ minute tutorial of this going step by step, start to finish, for slow people like you that you can find right here:
ua-cam.com/video/0OI8TFmjQvM/v-deo.html
Hopefully you'll think and find the extended tutorials before offering pointless criticism. Good luck.
@@Regoliste I was ble to do it with no problem... but I find many tutorials like yours that say "how to easily create" when you skip steps, miss points, don't give exact measurements etc.. you're missing things, that's all. Bro! you should have called this one... tips and tricks on how to create, or here are some tips to make a something something. that's all.
@@jcsfx710 Well I appreciate the feedback anyways. Again let me explain, this short video isn't a tutorial and so I can title it whatever I want because I'm not tricking or clickbaiting anyone. The video is meant to be a short and engaging summary, covering only the most important steps so the audience can easily watch and learn along. This means more people see, watch and enjoy my video, which is very good for my channel growth. But I also know there are people that prefer full step by step long tutorials, which is why I made extended tutorials for those people. But making full detailed tutorials don't really benefit my channel at all, they get little views, are long and boring to most people, that's the truth. But I make them as an extra to my short videos because I try to be nice and helpful. It's hard to explain to a simple viewer, but when making youtube videos, there is a balance for making content that has to be both very good for the audience and very good for the creator. And that means making short videos with interesting title, thumbnails and editing is the best for everyone.
I'm speechless, it's one of the best tutorials on Blender
Thanks!
Underwater graphics have big budget for every cinematic studios... And one men with huge blender experience doing this for free...
Fantastic!
Incredible isn't it? The progressing power of one person equipped with one computer allows for the creative compositions that strive closer to cinematic quality than ever before. I appreciate the comment! You can do things too.
For some reason the cube with the principle Volume didn't work for me its just a black cube it's not turning blue or anything
Check out the extended tutorial linked in the description for a step-by-step walkthrough, the volume needs a lot of settings to be played with like the density. You also need a strong sunlight to compensate and make sure your ocean plane shadow visibility is disabled.
@@Regoliste alright thank you
Once again im amazed by the quality of your blender work. Simple and yet effective. Amazing stuff man
I was legit smiling all the way through this tutorial. Super cool! I feel this was almost more a tutorial on the methodology of how to create an underwater sequence, very neat dude!
1:28 Could someone please explain why my refraction shader appears black when viewed from below?
When applying an ocean modifier on a plane, the face orientation or 'normals' are on the top side, where it looks right. To view from below, you either need to 'flip normals' of the plane or just rotate the entire ocean by 180 so the top side becomes the underside, maybe check out my extended tutorial on this linked in the description, hope this helps
@@Regoliste this answer should be pinned to the top. Thanks!
very good but I cant this tutorial. too fast
Make sure you check out the 20+ minute extended tutorial here!:
ua-cam.com/video/0OI8TFmjQvM/v-deo.htmlsi=zQkZZaEjupiuDj6J
@@Regoliste thnx
Finally someone who explains the WHY !!!
Most tutorials out there are just tells you straight up to add something without telling why and when to use that said thing.
Thank you for this subbed!
What version is this
The underside of my plane is dark. Like from above it looks normal but from beneath its dark around the edges and only clear if you're looking straight up. Has anyone had a similar issue? Did I miss a step or something? I've spent a while trying a few different things with the lighting, the plane texture, and the world settings to try to resolve the issue but haven't had any luck yet. I also noticed that it only does this in cycles and not eevee. Is there something wrong with my render settings? I was hoping to do this render in cycles.
What you want is to fix the normals. Basically with a plane, the only correctly facing normal is the 'top' side'. This means that the 'underside' of the plane has inverted normals.
Normals determine many properties of a material's final outlook, including refraction and therefore create those black artifacts I heard dozens of people describing. To fix this, you can simply flip the ocean plane so the 'top' and correct normals side become the bottom underside. I explain this in my extended tutorial of this video here: ua-cam.com/video/0OI8TFmjQvM/v-deo.html
@@Regoliste Thanks!
@@Regoliste Thats not correct, normals should point up, from a light ray perspective, going from air to water is different than going from water to air.
As long as the glass shader is correct, including the IOR the only thing you should see, as you said, is reflection or refraction. If you see black, it’s probably reflecting the black environment (which should not be pitch black anyways).
Instead of a black half dome, it may be better to mix the bottom half of the hdr with a ramp going from very dark blue at the very bottom to light blue at the middle point of the hdr.
Also to make shaders (shark skin) more realistic, you should substract 0.33 from there IOR as this is the difference between air and water IOR. For example, if you have a glass bottle with an IOR of 1.55, you should change it to 1.22 if you’re going to render it underwater.
If you’re going to add air bubbles,use an IOR of 1.33 but the normals should point to the inside, you’re going from water to air, the same as the plane for the water surface.
Really awesome. Looks fantastic without being overly complex and thank you for the "secret" detail of turning shadows off and the dark dome. I would never accidentally try these 2 specific things.
At the very beginning of the video I was like "Ah ok, I'll follow him on my machine" but after 20s I realize I dont know nothing.
Strictly Eevee user here, I'm wondering how good this would look on it! Thanks for the tutorial!
As of right now, Eevee isn't capable of accurately reproducing these effects. This ocean effect gimick in particular heavily relies on dense volumetrics and refractions, which is only possible by ray tracing within Cycles. How come you are strict on Eevee? I would encourage you to encoporate Cycles to your workflow if you desire realistic visualisations like this. Hardware shouldn't even be a limitation as Cycles today is incredibly efficient and powerful, I've done so much from just a laptop. Good luck out there!
@@Regolistehey man, what are the best settings in cycles for more lower end computers.
is it in evee or cycles ?please let me know
Cycles!
thank you. can i talk with you , i have some issue in this scene , 1st problem dark area under the ocean surface
just now i have seen , there is a extend version , ok let me finish and try , if i cannot do , hope you will help me
Can someone help me? Why even if I add the principled volume in the shader the cube remains trasparent
You've achieved really impressive realism with this one.
This effect could easily be applied to top movie production, and nobody would notice it.
Well, maybe some CG freaks...
Thank you very much for sharing all the steps in recreating the scene! 👍
Hey thanks for the comments and you are most certainly welcome, I'll get back to making these kinds of videos again soon
This is beautiful tutorial. I learnt so much with it about blender within those minutes than ever before. Looking forward to more of your content
Glad you enjoyed and learnt something from it, more cool videos coming soon!
Increasing the size of your volume cubes is a good way to get rid of seams in the background. Thanks for the tutorial!
Glad you got something out of it!
Tip: Type #frame/15 in Time at 1:08. For auto animation.
woow
Can I pay you to create a scary deep ocean underwater background plate (with possibly lightning above) for a video project I'm working on??
Sure man, just get in touch with me by sending a DM on my instagram so we can talk more! instagram.com/regoliste/
@@Regoliste Followed and DM'd you (@WhoisRip)
thanks for the video bro, I did catch the caustics video from Polyfjord a while back, but never gave it a go. But now after seeing this I would like to create and underwater scene really soon. Good to know that I am starting to get a firm grasp of Blender. I tried to break down what the possible process of this was before watching the video, and got most of it right except for the refraction part, thanks for that! Liked and Subbed!
I have a small question. ive followed the steps as shown and everything looks ok, however, the dome does not seem to be blocking the light coming from the HDRI which is kind of confusing. is there anything i have to do to solve this Issue?
That really depends on how you've set up your scene. I'm very sure if I could take a look at your project I'd spot an issue immediately with your situation but I obviously can't. From the top of my head it could be a number of things. Cycles is a realistic path tracer so light behaves very logically. If you add a white plane, it'll bounce light, if you add a dark dome, it'll absorb light and darken the area like how we want. If you're dome's not blocking light I'd recommend investigating further into the scene. Is your dome big enough and high enough to block all light? Is it casting shadow rays? Is the material dark and rough enough not to bounce light? Maybe invert the face normals or see if it's your volumetrics that are causing the unintended effect instead. I'm just purely speculating and offering guesses but it's down to you to figure it out, maybe record a clip and share it on my discord if you really want me to take a look.
Nothing works and everyhting is too dark with no colors, I followed everything step by step but just ended up wasting my time
Have you checked out the extended tutorial for more detail?
how does that work mine looks so different 😢
i coldint find the geometry nodes
You definitely deserve more attention in Blender community.
Great tutorial! Thank you for sharing. The final shot looks VERY convincing.
All the best from Southern Poland!
And keep up the great work.
Adam
Hey thanks for the kind comment!
underwater volumetrics has broken me tried following step by step as soon as i soon out or add a camera i lose the volumetrics, tried to make the color as dark as yours, doesn't work, been on countless forms can't find an answer im fucking done with this shit
Hey man, why don't you send me a dm on instagram and we'll see if I can help you out.
So far, this is the best looking underwater tutorial in Blender I've seen. Thank you!
You're very welcome
I have tried the same value and everything why i dont get the same as your underwater and im using 4.2 does that make any change
I think it's safe to say that the newest versions of Blender have some variations in results from the 3.3 I used for this scene. I have to say though that if I could probably recreate this effect on Blender 4.2 had I wanted to. The thing is every project is unique and needs their own tweaking to get the desired effect, and it's not wise to copy my arbitrary values and expect the same result. Scene scale, lights and volumetrics and camera distance are al very sensitive to changes for this scene and it's purely a matter of drive and patience until it starts feeling right.
Just started trying to use Blender a few days ago. Can already make some basic stuff such as a sword. This is incredible work man, underrated as hell. Keep it up.
It looks straight out of Discovery's under water Shark Documentry 😂 i think it's clickbait at start but you really done a Great job, keep making this Realistic CGI more.
BEST ×10⁹⁹⁹⁹⁹ TUTORIAL EVER WATCHED
Same here.. I'm also making underwater shots inspired by avatar
1:40 how to import the Shark Model?
i've downloaded from the same artist in your description but the file is .blend. but i'm confused how to import it to my underwater project
Easy! Make sure you enable the 'Copy Attributes Menu' Addon that comes with Blender already. Then it's literally as easy as copy pasting any other file, open shark blend, select the shark bone and mesh, Ctrl+C, go to underwater blend, Ctrl V, that's it, basically like appending but faster, hope this helps!
u really make everything easy n simple great vid man ur vid really help lazy editors like me❤
Clean, Cool and Smooth................. Thanks for a super tutorial! I am now off to the extended version................
buen video bro
i do not have Ray visibility option in my blender? 🤔
Make sure you're in cycles as it's a ray tracing feature only.
Great video, but two points of feedback.
Lowering the focal length means increasing the FOV. Lower focal length = higher FOV = wide image.
Also, to truly simulate an accurate underwater shot, you would have to simulate Shell’s window, which is the circular area of clarity seen when looking upwards from underwater, beyond which the surroundings reflect due to light refraction.
Great tips! Yeah I messed up the words of focal length with FOV so you got me there haha. And yeah I did briefly think about that 'area of clarity' that exists when looking near up, would have looked even better with it, but at the time it wasn't worth the effort to figure out how to apply such a tiny effect. And let's be honest here, this whole process is only a mockup and some cheap tricks to imitate the general stylization of real underwater footage, the effect can easily break but for the most part I think it works. If you want to get technical and explore true computational simulations of large scale water bodies I'd suggest looking into WetaFX and their impressive work on Avatar: The Way Of Water, which ofcourse in order to obtain truely accurate simulations, was generously backed up by an entire vfx house, millions in funding, thousands of industry setup GPUs and literally unprecendented simulation solving technology that accumulated up to 18.5 petabytes in data for the film, which sorta gives you an idea of the difficulty of recreating real life on our tiny computers hehe.
so when i put in the volumetric shader, it becomes pure black. no light
I'm speechless
Can I please have your hdri
polyhaven.com/a/kloofendal_43d_clear_puresky
what a perfect tutorial! Fastest Subscribe button
Hey thanks!
This was a really informative summary! thanks for this.
It's just what I've been loking for a while !!!! great job !!!! Thaks for sharing
Glad you found this video! Good luck out there.
The hdri he used in the vid is “kloofendal 48d partly cloudy (pure sky)” from poly haven he downloaded the 2k exr
Would really help to explain which nodes were used for everything. Definitely the Add and Difference. I'm a beginner and have now clue where to find those.
Hey there. As mentioned at 2:56, The node you're looking for and can search in the bar is called Mix node and its responsible for providing a variety of color mixing options such as add and difference, hope this helps.
node life
How do I judge how fast a creature should go in proportion with the movement animation? I don't want a slow moving creature go too fast from point A to point B.
I'm super confused. I followed everything exactly how I see each setting but my scene is completely dark and black. What am I missing?
Maybe you're plugging the principled volume node into the material output's surface slot instead of the volume slot?
@emuliusv I forgot to reply to my own comment that I eventually figured it out. Thank you though ❤️
@@ShadowDark456 Good to hear! What fixed it?
The scene was too big and it was just a ton of empty black space lol
Thanks again for all your great work!! You're a Great Teacher. Best Wishes
Saving for a future animation.
I have a problem with the caustics on the spotlight, on a plane they work but as soon as I add the nodes to the spotlight plus the mapping and texture coordinate it doesn't show
Nice!
Big fan of you :)
Niiceee
What computer do you use?
I run an RTX 3070, 32gb of RAM and an Intel I5-10500
bro u are soo good please keep up
I had to incresse the lights by quite a lot, and also do a solidify modifier on the water because of the normals, are those normal?. Great stuff btw, my Suzane is now sinking.
Wow ur style of explaining is very clear and entertaining to watch. 👍
Hey thanks for watching! That's the style of video I aim for
the water isnt animating why?
Can you explain your issue a bit? In order to animate the ocean, in the ocean modifier settings you need to keyframe the 'time' value and change it along your timeline to see a moving ocean.
Hey! I'm having some trouble with the volumetric part, no matter how much i try i cant get it to look no where near as good as the one you made. Could a follow up tutorial be possible, or perhaps i could have the .blend file? Cheers.
You are just awesome.
this is absolutely insane
Absolutely unrealistic.
Thanks!
the principled volume deosnt work when i scale why is that
Great tutorial!
Hey thanks!
I hate to burst your bubble buddy, but real physically based caustics have been in the material settings tab since blender 3.0. Great job either way, but we have real caustics now :)
You can have your physically based causics, I'll stick with my easily impressive caustic effects and far lower render times for now. The new shadow caustics are awesome if you're working with tiny focused pools of water and glass, but to be honest is a hard hassle when you've got a giant ocean plane plus heavy volumetrics which is just going to end up costing valuable gpu calculations, feel free to try for yourself. Even Avatar 2 needed years to invent unprecendented cgi water technology and industry setup GPUs for it's large scale water simulations. I'm just happy I got a decent result with this blender mockup haha.
@@Regoliste The physically based caustics are pretty fast. They just take the occlusion map of the object and use the map to occlude the lighting. The coolest thing is that it works with HDRI lighting as well as animated waves/glass since it calculates the map in real time. Its pretty much the same process that you used, except built in as a feature now. It may take an extra .1 - .5 seconds per frame to calculate the map in real time, but it's barely noticeable as far as we have seen while helping with larger projects.
And yes, we worked with WETA digital NZ on the caustics. The same people who developed the physically based approach for Avatar. I'm just a volunteer feature developer for the Blender foundation, but I got to work on implementing the 3.31 LTS version of Caustic lighting :)
Also, the option is in the light properties, not the material properties. That was my mistake.
@@canis_machina7280 Woah the fact that you're a developer for Blender and Weta means you probably know better than me, that's awesome, I'm definitely looking forward to finding a use for that feature in a future project. I've also always admired at how good Unreal Engine is as a tool and it just shows what's possible in 3d, pushing the limits of graphics with great looking oceans, simulations and particles, and all in real-time, what a flex. Hopefully that sort of 3d power and accessibility is transferred into Blender. I'm just happy our Blender is growing in features, can't wait to see what that BlenderLAB cooks up for the future.
@@Regoliste Oh God no, not for WETA. Just the Blender Foundation team. It would be a dream to work for them, haha. We worked with WETA through virtual meetings when we first started the Mantaflow redesign in 2018, and again for caustics in 2019-2020. They were just our main contact for the backend feature team.
And I agree! I'm always promoting bringing back the Blender game engine during meetings, but that's not a main focus right now since UE is such a great tool. I would however love to see more integration between PSL layers since they both support Python and C# backbends. It would be nice to export physical simulations to UE for fine tuning with their Niagra system, and then render in real time with UE as well.
That, and ray tracing support for Eevee is a main goal at the moment so we can get screen-space refractions to be close to the accuracy of Cycles while maintaining the efficiency of Eevee's backend. But of course non-rayteaced Eevee will always be around for preview renders or cartoony style animations.
Great !!! its very nice work you done because your video is short and meaningful. KEEP IT UP!!
the "use node" for the spot light shader isnt showing up in the object tab what should i do?