Your Tutorials are amazing. Very well explained. I can not wait for Flow Maps explanation. Can there also be Foam Maps Generated based on interaction with other objects?? Specially where the stream gets very narrow. Thank you.
Thank you, and thanks for watching my videos. The Turbulent node is ready to be released but it's difficult to set up the scene correctly so I'm writing an add-on to help the user, and this is taking a lot of time. The node does feature foam and bubbles and the user can decide where it appears, even by painting onto their geometry to create their own map.
Thank you. It can be used to make the water of a waterfall, have a look at 3:32 , but the main effects of a waterfall are the splashes, mist, and foam created by the high velocity impact of water and surface and a single shader can't really do that on its own.
Excited for the release. One noob question though: Since it's a Blender shader it's probably not easily translatable to Unreal Engine, right? Or is it possible to bake the animation into an alembic?
Thanks Arthur, so am I! You could certainly port the nodes themselves to Unreal as they're essentially just math nodes so nothing exclusive to Blender, but if your aim is to bake out the results of the nodes for import to other engines, Alembic could be an option, or you could bake the results to textures and use a spritesheet approach.
I am currently working on the foam. It's what is holding me back from releasing the shader for sale. I have a few methods for creating the foam and I have to pick the setup which will work best for most people. Making shaders can be difficult, but making shaders that _everyone_ can use easily is a whole other level of difficulty.
Sure! There are a few ways to create the flow. You can use; a UV map, a painted or generated flow map, or simple input values for straight directional flow which can then be perturbed by the turbulence map, i.e. a soft normal map of the ground. This latter method is the one I used for most of these demos.
I'm absolutely in love with this
Thank you! It will be available soon and there'll be a tutorial on the method soon after that.
Insane! Send us a notification when it's available;)!!
Guess what! It's finally available! Get it from my Gumroad store:
nodesandnoodles.gumroad.com/l/turbulent
very impressive 🙂
Your Tutorials are amazing. Very well explained. I can not wait for Flow Maps explanation. Can there also be Foam Maps Generated based on interaction with other objects?? Specially where the stream gets very narrow. Thank you.
Thank you, and thanks for watching my videos.
The Turbulent node is ready to be released but it's difficult to set up the scene correctly so I'm writing an add-on to help the user, and this is taking a lot of time.
The node does feature foam and bubbles and the user can decide where it appears, even by painting onto their geometry to create their own map.
So good!! Will there gonna be any sort of breakdown or tutorial in the future?
Thank you! There will be tutorial videos for the nodes and I'll also be doing a video on the flow map method.
@@nodesandnoodles ohhh that's awesome!!!
Nice, by the way can it be used to make waterfalls and if not would you be open to exploring that in the future?
Thank you. It can be used to make the water of a waterfall, have a look at 3:32 , but the main effects of a waterfall are the splashes, mist, and foam created by the high velocity impact of water and surface and a single shader can't really do that on its own.
@@nodesandnoodles Thats Great! By the way do you have a release date?
@@Breed_Official I hope to release it over the next few days. Very excited!
Excited for the release. One noob question though: Since it's a Blender shader it's probably not easily translatable to Unreal Engine, right? Or is it possible to bake the animation into an alembic?
Thanks Arthur, so am I!
You could certainly port the nodes themselves to Unreal as they're essentially just math nodes so nothing exclusive to Blender, but if your aim is to bake out the results of the nodes for import to other engines, Alembic could be an option, or you could bake the results to textures and use a spritesheet approach.
Is it possible to paint animated foam onto the water surface? For example, the waterfall section would need a lot more foam to be realistic. Thanks
I am currently working on the foam. It's what is holding me back from releasing the shader for sale.
I have a few methods for creating the foam and I have to pick the setup which will work best for most people.
Making shaders can be difficult, but making shaders that _everyone_ can use easily is a whole other level of difficulty.
Does it follow the UVs ? In case one would want to make a curved path ?
Sure! There are a few ways to create the flow. You can use; a UV map, a painted or generated flow map, or simple input values for straight directional flow which can then be perturbed by the turbulence map, i.e. a soft normal map of the ground. This latter method is the one I used for most of these demos.
Will this eventually become an update for Rain.Water, or will it be a whole seperate thing?
Both! It'll be included in the next Rain Water update and it'll be its own thing.
@@nodesandnoodles Ah that's cool! just bought your Rain.Water addon earlier today, keep up the good work!
Awesome! Thank you! I hope Rain.Water is looking good and I can't wait to release the next version. It's got lots of new toys!
We can't wait more ! For this water 🫣🌊
When you are gonna release this? this week?
Yes. It should be released this weekend.
@@nodesandnoodles Thank you.
@@nodesandnoodles is it already released?
@@background-2-m3h a little later today hopefully. Approval shouldn't take long.
@@nodesandnoodlesany updates on this? Excited to try it out.