Creating Curling Waves in Blender | FLIP Fluids
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- Опубліковано 4 лют 2025
- There are many softwares out there dedicated to simulating large realistic bodies of fluids, but is such a feat possible in the free computer graphics software, Blender 3D?
4 months of production, 96 hours of baking, 240 hours of rendering, 15 inconvenient crashes went into the creation of this video.
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I hope you guys enjoy this new video style! If you have any questions, feel free to drop a comment below :)
I missed your videos iv quite and stopped using blender but idk why I keep watching your videos
pls make a more in-depth tutorial where you show your settings.
Can blender simulating a ship in the ocean like PhoenixFD?
You didn't mention your rendertime in regards of resolution dependend on hardware settings.
It was a bit anti climactic lol
I drooled, literally
Yaann!!
im sure everyone drooled
Hello
Wtf me too, why??
Yeah
That simulation at the end looked great! omg
Awesome video - hopefully blender's capabilities will continue to improve in this area
this video format is really good! How you explain and go over exactly how you recreated a realistic wave using the info, notes, and research you provided!
5 years later and this has got to be the best case study for waves out there! well done
Tbh, this is waaaay more detailed and surprisingly useful than a step by step tutorials that flood the internet, and i loved it! Hoping to see more of these (name this thing please). Its amazing!
Very cool video, but I would like to add one note. The best real-world surfable waves usually tend to break along a line to the left or right. This is due to the line of the swell meeting the shallow land at an angle. So instead of having the whole swell meet the beach all at the same time, you should try angling the shoreline so that the wave peels along the shore as it breaks one small bit at a time. Look up pictures of point breaks like Jeffrey's Bay or Chicama, and you'll see what I mean. This will also direct the backwash away from the wave source resulting in less interference.
Normally I try to leave a witty pun in the comments, but the sheer amount of dedication and effort that went into this genuinely left me speechless. Thank you so much for sharing the final render as well as everything leading up to it. This was an amazing 12-minute watch!
Still one of the best-researched and tested "tutorials" out there for something like this. I have a lot of respect for how much effort you put into this and the results speak for themselves (even 3 years later, I still reference this for your ABCD testing and analysis
As someone who has spent a few days getting a setup like this to work with fluid particles, your result is all the more impressive.
This video could attract others big Blender YTubers too. Great mann.
It is crazy Dude, I wasn't ready to see a physical explanation of how waves are made. reaaaaaalllly interesting, passioning! thanks so muck, keep it up!
I found this video 2-3 years ago. you inspired me to get into Blender. Thank you. I'm glad I found it again :)
As a fellow CG artist that uses flip fluids as well, I've found that there are ways to alter your settings to make more realistic foam that stays on the water, simply turning up the max particle amount and generation rate a ton helps a lot, but just play around with the settings until you find something nice. It's too complex to describe the perfect setup but I know for a fact it's possible, but the simulation itself is beautiful. I've tried doing waves myself but I really only did half the job right, I didn't put as much effort into the pushers/reefs as you did so this video comes to a great amount of help to me!
See by doing this amount of work in your project, you inspire and spark, hopefully, others to create new add-ons and improve the ability of future projects. Now I REALLY want to get into this again
This video seems a well-made science documentary rather than a Blender tutorial. I love how he organize the video. Good job!
The way you surf is so magical looking, I thought it was CG and simulation
I fucking LOVE this video style
Its very professional, and reminiscent of other video creators that mainly focus on physics, science, or related cool things
Much better than the sudden jolt of a guy in bland dark gray blender talking about waves
The reason why the reef irl is so good it because the floor is rough and rigid, unlike sand and this causes much more drag, if you could implement this somehow then you would have a much better result
Taking that long to bake and render just this tiny little sliver of animation really makes your mind explode when you think of 100% CG pixar/disney movies.
Didn't expect you to get such a good result. Wow. Well done
Really cool man! Is that thumbnail a render??!
CG Geek The thumbnail is a photo. I wish I had a system powerful enough to bake a simulation of that size though.
Agreed, baking simulations at that scale would be so dope! I might suggest choosing a different thumb though? Some people might feel click-baited if you use a real photo for a 3D video tutorial.
Definitely feels a bit disingenuous to have a photo for a thumbnail.
you could always use Images as Planes to get the thumbnail blenderfied
lol true haha. Just in my experience people expect the thumbnail to be the finished result of a 3D tutorial.
this is such a fantastic project! Just as someone who is new to blender but has a lot of experience in the water, I think it would have been really cool to further develop the topology of the ocean floor, for example creating a longer area between the "reef" and beach would allow more time for the wave to curl and become a tube, but the main thing would be to create a point of sorts which would allow one side (or the center) to lift up and break first, creating the tapering break that progresses across the wave and is what allows for surfable waves. In this simulation the waves are "close-outs" or waves that break all at once and close off the rideable area on the unbroken face of the wave. In the drone shot you can see the reef at pipeline starts off wide at the beach and then comes to a more narrow point where the "peak" (area that breaks first) is.
The best waves simulation i've ever seen in blender! And a very serious pproach to the problem.
honestly bro you did us all a service because trial and error takes ages with these bake times. Very interesting video and explained really well.
It'd be interesting to see what would happen if the wave came in diagonally!
I love this! Feels like I am watching a science video while at the same time watching something I am familiar with and very interested in! Love it! Please do more of these!
Very nice work! Presented like a true research project!
Your attention to detail is inspiring.
I'm very impressed with your focus and dedication. I have wanted to create a convincing 3-D wave, integrating a rider carving the face, leaving the wake of white water.
your tuts/downloads have always been great. this tut however is exceptional. there is no amount of thanks I could give you for all that you have given to the blender community. please keep it up, & thanks a million...
beautiful work sir, you've changed the space!
One of the best Blender videos I've ever seen
This video is precious on the actual thought process used to tackle this kind of simulation situation. Great work on the editing, really, an inspiration for aspiring artist to follow for technical approach to solving a situation.
this is still one of my ALL-TIME-BLENDER you tube video favorites. I come back to this video every time I think about a water and sea animation. a great learning material thx a TON
If you do end up revisiting this project, try increasing the swell period substantially. This will limit a lot of the backwash that interfears with the incoming wave. You could also try increasing the distance from the pusher and the break and scale up the pusher to compensate for the decreased swell size over that distance. Great video and a great new format. Thanks!
Waw!!!!!!!!!!!. Great job. Enjoyed your research. Congrats for the work!!!
O. M. G. Grant!! This was amazing discovery and review of the FLIP Fluid Add On. You put so much work into this - and it shows. You're bound for greatness! Keep at it!
When it said "Blender stopped working."
I felt that.
I love the video style, hope you do more like this.
This video is absolutely brilliant! Love what you’ve done here. As an avid surfer and CG artist I’ve always wanted to try experimenting with fluid dynamics to explore bottom contours and their effects on waves. There’s a lot of really interesting stuff happening with man-made surf parks (Kelly Slater’s pool, the NLand park in Austin and the BSR Surf Ranch in Waco) this all experimented with small scale models and I’m sure some simulations too but now after seeing this I would love to see how different wave frequencies and contours effect each other! My mind is racing! Thanks again for this!!
Holy shit 4 months of production? Goddamn that's dedication.
wow thats detailed
I love that this video feels more like a science lab than anything else. Very cool style of video, please do more!
Wow nice job! One thing to note is that a proper breaking wave (A-frame shaped) needs a reef or protrusion under the water to kick off the peeling action in a specific spot. That is how you get a nice curling wave with a "face". Take a look at the book "Surf Science" for a good easy read on how waves form and ultimately break
Wow, I like this detailed format on computer graphics.
I am from Hawaiʻi, so it is also cool to have the islands as part of your inspiration.
Hi austronesian brother.i am from bali indonesia
Awesome, so freakin awesome, thanks Remington!
Thats sooo awesome!!!! It looks soooooo real
As for now with Blender 3.5 I could reproduce this in a couple of days even on my outdated PC (4 cores/8GB RAM)
Huge improvements by the Blender team!
FLIP fluids create a certain pattern that is very easily noticable for me.
Very easy to see (sea) lol when FLIP is being used.
That kinda kills it for me most of the time. There's something about it thats not random enough.
The pattern i am talking about is most easily see-able at 8:53 in the foam.
I also see this in other FLIP fluids videos. Its an dispersing algorithm or something i think?
No way of telling without seeing the code.
But its very noticable. Kinda like how pre-made render engines without customization are very easy to spot.
Awesome video btw! Love how you break it down! :)
Your research is *highly* appreciated, great work. I think one thing I might look into further testing is, different speeds of the wave generators for each style, and then also how seafloor variation affects the results (ie some rocks jutting out here and there for a wider sim).
Also really appreciate your insights in the what could further investigated, like calling out the mist and sand cloud. Something interesting I wouldn't have thought of myself necessarily.
Hi. Awesome. I'm not that good at Blender but making a great looking wave is something the surfer in me has dreamed of for years. This is the best breaking wave ive ever seen. I would love to see you add a triangle see floor... that is, from above, the floor would shallow from the tip of a triangle and end up at the shore at the base of the triangle. This would create a peeling wave. The blow out you spoke of is called spitting.
I've heard this before! If I ever revisit this project I'll absolutely be doing that :)
This simulation is amazing, but one thing I don’t quite understand is why some of the whitewater is rendering as black. Could you help explain why that is? Super curious.
You can see it at 9:01 especially.
it is insane how well your physical model works for this! The only setting I would have tweaked in the display of the fluids would be to bring the size of the whitewater particles down by a bit and increase the total number of whitewater particles to give you more sea foam/whitewater in the break, other than that this is incredible!
when you do this kind of project it's so frustrating to see that after so much time spent on a project the result is not as realistic as you wished it were... simulations are really hard to render! thanks for the hard work and thanks for sharing with us the process and the time it took you
Wow, is like a lab experiment, so interesting, thank u for the video
I LOVED the shot under the water. Your attention to detail was amazing!
Thank you for putting all your hard work into this, and sharing your experiences and observations; these nuggets of wisdom are absolutely invaluable for those of us (yes, that includes me) who are just getting into the wonderful world of animation.
This new format is just AWESOME, and no apology is needed!
There is a variable called the Irabarren number which is a good indication of the type of breaker you're going to see. It's a function of seafloor slope, wave height (controlled by how far a wave paddle is pushed over one cycle) and wave period (controlled by how fast the wave paddle completes one cycle). For surfing type waves, you're looking for "plunging" breaker which occur for 0.5
Thanks for this insight! I'll have to look into this more :)
i've watched this video for god knows how many time, really great content!
Most Awesome Tutorial about Wave simulation!!!! Thanks Guy!
Pipe is a fairly long wave and certainly not a shore break so a gradient that evens out closer to the end would give more realistic results (assuming he wants a close simulation to pipe) And it would be interesting to replicate the sea floor further out and have the pusher further out aswell to see if that will change the way it breaks. although it may be hard to find a height map of the area.
Nice experience, thanks for sharing it. 😃
you don't stop to surprise me with your amazing videos! I wish there were more of them . Enjoyed this informative "tutorial"
One thing that I would've done (if i knew how to do any of this) is change the pusher to be at an angle with the shore, rather than parallel. That way the wave hits the shore at different times. Either way, very impressive video. Great job.
How would it not make it hit at different times? It would start some of the wave further back form the side of the pusher furthest from the shore, and start the other side of the wave closer to the shore line, the side of the pusher that is closer to the shore. Like this Shore Line: | ~ ~ ~ \ Pusher
What he is saying is to rotate the pusher around the vertical axis so that when it pushes the water, the curling wave kind of forms and crashes sequentially, like on the real world where the waves make that space where the surfer usually surfs in while the wave is collapsing
You could certainly use a particle system to drive a smoke simulation - to generate that mist :) and or the sand disturbance.
Really well presented... watched the whole thing and I do not even use Blender. Very informative.
Very nice video. Good to see that Blender is getting this powerful. Thanks for sharing all your work with us.
I still think this is one HELL of an incredible project. Amazing stuff.
Great format and sim! I really love your approach in order to tackle the workflow. I just hit the subs button ;)
Hopefully we will have such waves in video games in the future. That would be beyond awesome
You're the best! Thanks for putting in so much effort!
Most standard blender users don't have that power to really pull that off. Nice attempt.
Beautiful work man!
awesome project you did, your effort of creating to make it realistic is what is counts after all good explanation and demonstration on your part.
Love this. Just stumbled on this video and this has perfect amount of depth and research. Subbed.
very nice work. Hope you had a read of Nikolaj Baer's comments below about surf science and bottom shape. It looks like with sufficient accuracy of seafloor and swell angle (which is critical to good waves) you would have made very realistic surfable waves. Considering you are a landlubber that was a great effort and accurately created a "shore dump", an unrideable but common wave that occurs with exactly that sort of beach shelf bottom angles and head on 90 degree swell. Good waves require angled swell so the wave peels along the beach or hits a lateral gradient sandbank or reef. Wind has quite an effect on wave shape and "offshore breeze" can hold up a wave face longer . Would be interesting to see how realistic blender could make it all look with even more detailed aspects to the sim. Nicely done
OMg 😍👌😍 this is the best tutorial of blender I ever had saw
Awesome! You should try a sandbar style floor. Comes up to shallow depth for a bit then drops back to deeper until gradual incline up to shore. I feel like there are some surfing spots that are good because of sandbars.
You made a lot of waves with this video.
Beautiful video as regard the way getting to the truth or near to it...impressive
Incredible project! Honestly, and I don't mean to hurt your feelings with it, but I think the research and project where more interesting then the final result. I'll definitely use this approach to my projects, thank you so much!
This indeed looks very convincing given the shortcomings you mention in the video.
Well done!
Really its an excellent work and the way you have made your analysis in Pre-production is awesome. very impressive work
i liked seeing your workflow on the video i think i will give it a shot look super fun to play with :).
Very nice bro, for a brief moment I thought the first shot is the end result haha
You work really hard! Thanks for letting us know the trial and error process. Keep up good work!
Amazing and Incredible journey.
Never seen much cooler video than this. Great job bro!
Very nice. I pointed it out on the blenderartists flip fluids thread.
This was amazing! I really don't like step by step tutorials, so this was a breath of fresh air. Well done, sir! Subscribed!
AMAZING! This was a great format for this type of video and the final render was stunning!
That is extremely impressive , but I guess if those black spheres issue solved you may have nailed it 80% , maybe transmission bounces in cycles is the problem ?
I don't know if you done more of this but if you want a surfable wave must do the reef in a diagonal so the wave breaks from one side to the other ;)
Nice to see Grant doing his own stuff again :)
Very nice and creative style, keep going !
Super awesome buddy I enjoyed it
Oh. WOW WTF DUDE THAT'S FREAKING AMAZING!!!
That looks really nice tbh.