Long comment: I've been seeing a lot of videos on my reccomended for this kind of content as well as music production / song writing and all these different arts. Its kinda bringing me back to when I spent all my time invested in this stuff and it's giving me heavy nostalgia and I miss doing it because it gave me so much joy. This video brought it back enough for me to have the realization. Now I'm more focused on "stable futures" which are very unstable for me because my learning disability makes doing work very difficult to impossible for me I'm high school. I'm overwhelmed and stressed and depressed from the homework and projects. I'm not sure how it'll go but I think (if you be read all this) you mightve helped me go onto the career path that I'll actually enjoy instead of something that would seriously work me to death and be impossible to either get or continue working on. Thanks man
A lot of people are asking why I skipped the texturing part. The reason was just to speed up the tutorial so it wasn't over 20 min. Next time I'll make sure to describe how to do that and not skip over it! :) If you want to add in the texture yourself you can very easily by UV unwrapping the landscape and adding in a rock texture. I used a texture of off Poliigon (paid) but any rock texture will work perfectly fine. Here is a free texture that will work great. polyhaven.com/a/rock_05 Also make sure to add a Hue Saturation Value node to change the color and look of the rock.
I checked the website and saw that poliigon material converter is not working for blender 3.0 (I'm not sure if I'm correct). It's not detecting the files for that link you sent. Any help on this please?
Absolutely perfect timing on this tutorial! I was just playing with your Water Obstacle Sim in your Udemy class updating it to a 3.1 file. Needed to see these settings badly! Thanks.
To decrease baking time, you can use a lopoly mesh (e.g. 64x64) of the landscape for physics simulation and your hipoly mesh for rendering. Great video, btw!
@@MrThunderGlow Duplicate your Hipoly landscape mesh and use the decimate modifier on that copy. OR add another landscape with the same values as your original, but with a lower resolution. You can also delete all vertices on that copy that wont have contact with the water, leaving just the river bed and a bit a bit of the river bank for even faster baking.After baking, you can just delete or hide it before rendering.
@@iankelley9302 I know that problem;) Baking time correlates with the number of vertices in your collision objects.That's why I'm always using a very low poly mesh for all my physics simulations.
Great tutorial, I learned a lot from your overview. The descriptions of WHAT things do is very helpful. Did anyone have trouble applying a texture to the landscape? Even if I start a brand new scene, create a default landscape, then apply textures, they don't really display like they should.
Maybe use mapping, and put object into vector instead of UV. To use mapping, press control+t. First enable it in edit, preferences, addons, "node wrangler". This can all be done in shaidng tab.
I have an issue. I had done everything up to adding the HDR at 11:54 and decided I'd do that another day and closed blender. When I reopened the blend, the domain (cube) was a solid block of water and I could no longer see the fluid sim even though all of my bakes were still there.
So unfortunately you have to rebake the simulation to get it back. This is because the cache is saved in a temp folder which means it will get deleted once you close the project. If you want to save the bake you need to set a custom folder in the domain cache settings. You should see a directory and just click the folder icon to set a new one.
@@BlenderMadeEasy So I need to take the Bake out of the Blender's AppData Temp folder and move it to a permanent location such as Documents, and after that, change the path in Blender to the new location? Edit: What I did appears to have worked. I was able to close out of blender and re-open the blend with the fluid bake still there.
Bro please need more tutorials , especially for creating a beach and a house in between a forest . I am learning blender only through UA-cam tutorials and find your videos really good . Well explained and easy to follow . Love from india
Hi, I have a little issue with the liquid after baking the particles and the mesh 8:10 , bc that flowing grey thing 9:35 didn't show up, so when I've hidden the two particlesystems I saw nothing. Has anyone suggestions how to show that 'grey thing'? Great tutorial btw!
First you need to "Bake data". Then you have to go back into the panel and "Bake Particles". Then you go back to the Simulation panel again and "Bake Mesh". After that you will have your fluid as a Mesh
@@Scaron1996 yeah i baked all 3 of mine, and same thing as OP, the grey fluid didnt show up, just the foam particles and was left with my large grey cube.
How do I increase the number of fluid particles for the frames? I inputted the same values for everything, and yet mine says "12745 fluid particles for this frame" whereas it's "24903 fluid particles" in the video (10:04).
I had to give up, cos i couldn't figure out how to add the texture to the ground with uv map, and no idea how to do the lighting, ill come back when i understand blender more.
I was today years old when I realized there are preset landscapes in blender. This whole time I thought you have to manually adjust the settings on the landscape lol.
I rendered this last night at 4096 samples and it took 9 hours to complete with the CPU. My system might suck, but it's not stopping me from making things.
I used an HDR for the lighting at a low strength and to apply a texture to the landscape you need to Unwrap then add the texture to the material. The texture I used was one off of Poliigon and then I changed the color to be darker. Any rock texture off of Texture Haven will work perfectly fine as well.
@@BlenderMadeEasy Alright, thank you, though I found another problem: I can't get the "glowyness" of the fluid, and it just looks like a blue blob, not the cool effect you got. Have done anything special to it while skipping the lanscape texturing? I really can't figure out the reason.
@@valeriomazzeo9569 The glow comes from the particles inside the fluid (the cones) and not the fluid itself. Make sure your nodes are right and your particles are displaying correctly. That's what worked for me Edit: Also in the video he turned off the particle display in viewport I think so render one frame and look at it. Your render might be working already, you just can't see it in the viewport
@@BlenderMadeEasy Hello, What settings have you applied on the landscape texture ? Mine feel like N64 texture.. Idk how to make it "3D" not juste a png on a mesh.. I have the full folder with AO, color, Normal, roughness etc etc but i can only put the color, idk how to do it correctly lol It would be cool if you share your knowledge sensei
Great video. I've encountered a problem with Blender, it seems. Whatever I tried, I could not get my particles rendering in the final frame (i.e. Frame 400). They were definitely baked, and will show in the viewport, however the render still refuses to show the particles for just this final frame (The baked fluid mesh still renders okay however). Upon a cursory search online this seems to be a known issue.
The same issue happened with me and I have no clue why. 🤔 I would probably just set the end frame to 399 instead of 400. If I can figure out why this happens I'll let you know.
Probably the cube has a simple subdiv and a displacement modifier with strength set to 0 and a cloud texture. Then the displacement strength is animated up as the cube scale is animated down.
add an object your wish. Select it and on your top Left you will find smtg Called Object Beside add. Click object and look for quick effects, in that u will find fire. click on it white selected your object and its pretty much done
Great video and I've been following the tutorials well, and it all turned out great until 10:10 what's that new screen in the right side? I am new to blender so I don't really know all parts and shortcuts of the software. Much appreciated if anyone helps^^
you can open another workspace if you hover over one of the corners of your workspace and drag out the plus symbol that shows up. after that on top left of the new workspace theres a dropdown where you can select the editor type to work on (its on the left side of the object mode menu) from the drop down menu select the shader editor and then you're good to go. (this is of course one way to do it and how most people do it) although i would recommend doing the donut tutorial by blenderguru, very fun and informative for beginners. Have fun! :)
I need some help please - following your tutorial to the T but as always different results when baking the data 😞 cannot resume tutorial because of this - my liquid starts quite smaller in size and almost in the middle of the landscape and not the starting of the landscape as per your tutorial..
I get to the point where I have baked all 3 areas, and then in the tutorial, the cube has disappeared. In mine, the cube object remains and is rendered as a cube in a landscape. I have gone back over and over the steps and cannot see what I have missed to stop the cube from appearing instead of only the particles. The Particles still appear within the cube as per the tutorial and I can assign it with the cone object too with no issue.. It's just that there's a cube stuck over eveything.
what happened at 2:35 to make the cube become a wireframe? looks like deleting faces, just don't know how you did it without popping into edit mode edit: answered for myself by watching at 1/4speed. you hit Z to pick wireframe
Im stupid so help me someone😅. At 8:05 how did he start the river flow before baking? I tried dragging through frames like he did and clicking the play button for the animation from start but nothing is being shown on screen. Did I miss something??
You need to create a new window. Hover your mouse over the right side of the viewport until it turns into a double arrow. Then R-Click and select Vertical Split. Place the split in the middle of the screen then switch the Editor Type to the Shader Editor (top left button).
Wicked tutorial, if you use additional textures to make the water shine, let us know what they were, without those textures the water doesn't shine, no matter what numbers you put on each particle. I followed your tutorial until the end. doesn't work without textures and additional light.
First, I need really to thank you from my heart and wish to you all success in your life. Second I saw your video thank you and by the way I remember Frozen when she cross the back see and make the see wave of frozen. Could you please make a video show me how we can do it. Thank you
Hey, Im very much a beginner and the texture and HDR parts flew by extremely quickly, how did you get the poliigon material converter section to show up in the materials for the landscape? Also any help/explanation of that part would be appreciated! 11:52 - 12:10 Nevermind, figured it out
I'm not getting foam particles all over the river, they are less in number (50k) and grouped together in just four spots. Any idea how can I fix that? [Edit] - I fixed it, I think that the river passage of my landscape was a bit too less distorted, I created a new one with a bit of distortion and it worked pretty nicely
This tutorial is amazing but im confused on how you added the material onto your cone how did you get that window up is it a geometry note or what cus im only just starting out for my class
I know this question is most likely not going to be answered since I've searched throughout this entire comment section and saw no one mention it :( but is there a reason why checking "vector" in layer properties makes my render like EXTREMELY slower? and are there any ways to fix it? It turns a minute render into an HOUR
Might be a stupid question, but have you changed your render device to GPU instead of CPU? I change mine over automatically, but i know it can slow some people down. Just a thought.
Hi, another question. How do I get rid of the space between the fluidMesh and the landscape, bc I tried everything but everytimes there was the space, that isn't there in the tutorial.
That is the node editor. You can open that window by hovering over the edge and selecting Vertical Split. Then just switch the editor by clicking in the top left corner.
Does someone know why my glowing foam doesnt effects the area around? Like it is not shining on the plane around it as if there is no light coming from it, but the emission shader is connected and i already tried setting the strength to 300, didn't help either..
I did everything right but I don't have 400 max frames and my foam doesn't light up cone is connected to the foam is blue I don't know what is wrong I am doing everything step by step and it still doesn't work ;(
That's what baking the mesh is supposed to do. Can you click on your domain, look in the physics properties and go to the section where you "clicked baked mesh"? It'll probably say "free mesh" now. Look at the work Mesh right above that, and make sure it's actually checked. If it's not checked, you'll have to free the mesh, check it again, and bake the mesh again. Hopefully that's the issue, and if not, I have no clue
Unfortunately my computer can’t run this awesome looking river I only got to the part where you test it for the first time without any texture and details. It runs at 1.6 fps
Thank you for this cool tutorial. A good starting point for experiments and fiddeling. I am rendering on a RTX3070 with Optix at 720p. Each frame takes about 25 seconds to render. But at least 15 seconds of them are overhead meaning 'Synchronizing object', 'Initializing', 'Updating images'. Any idea how to speed it up. I would like to keep the image map (4k) in the memory. That would reduce the rendering time by 5 seconds each frame.
I found a solution in the render settings -> Performance -> Final Render -> Persistent Data (check) Now frames render at less than 15 seconds per frame. Speaking of 230 frames in total, this will save about 2300 seconds (~38 minutes).
@@karlpelzer9485 That persistent data setting is something that needs to be taught a lot more; I discovered it by trial and error but it would have saved me a lot of render time if I had known about it sooner. Textures, HDRIs etc. just get loaded once at the start instead of being refreshed before each frame, a huge time saver.
that cube despawning in the beginning of every tutorial is just👌
Love the little detail with the default cube deletion!
Yeah what was that? A transition effect?
@@garrisonhill7059 it was probably composited on top of the recording, in post. At least that's what I'd do.
Long comment:
I've been seeing a lot of videos on my reccomended for this kind of content as well as music production / song writing and all these different arts. Its kinda bringing me back to when I spent all my time invested in this stuff and it's giving me heavy nostalgia and I miss doing it because it gave me so much joy. This video brought it back enough for me to have the realization. Now I'm more focused on "stable futures" which are very unstable for me because my learning disability makes doing work very difficult to impossible for me I'm high school. I'm overwhelmed and stressed and depressed from the homework and projects. I'm not sure how it'll go but I think (if you be read all this) you mightve helped me go onto the career path that I'll actually enjoy instead of something that would seriously work me to death and be impossible to either get or continue working on. Thanks man
Wishing you the best of luck on your journey!
Your tutorials are very easy to follow because you explain very well, Thank you!
A lot of people are asking why I skipped the texturing part. The reason was just to speed up the tutorial so it wasn't over 20 min. Next time I'll make sure to describe how to do that and not skip over it! :)
If you want to add in the texture yourself you can very easily by UV unwrapping the landscape and adding in a rock texture. I used a texture of off Poliigon (paid) but any rock texture will work perfectly fine. Here is a free texture that will work great. polyhaven.com/a/rock_05
Also make sure to add a Hue Saturation Value node to change the color and look of the rock.
I checked the website and saw that poliigon material converter is not working for blender 3.0 (I'm not sure if I'm correct). It's not detecting the files for that link you sent. Any help on this please?
without it the tutorial is incomplete...
@@Rainond i agree i quit at the texturing part because of this
我有一个小问题,为什么我的水流渲染之后只是透明,而不是像您这样的发光效果
Absolutely perfect timing on this tutorial! I was just playing with your Water Obstacle Sim in your Udemy class updating it to a 3.1 file. Needed to see these settings badly! Thanks.
Yeah I really need to update that course. I think that will be my next project.
@@BlenderMadeEasy please do beach waves when you do update.
@@BlenderMadeEasy I'd absolutely get that update course.
@@BlenderMadeEasy we are waiting :)
Can someone please tell me how did he do the split screen thingy ? At 10:13 ... I'm very very new to blender.
Great tutorial! This was the first ever thing I made in blender. And I'm really proud of it!
This is a top tier tutorial. The perfect pace, very easy to follow, simulated examples of why we're doing each step! Great stuff.
To decrease baking time, you can use a lopoly mesh (e.g. 64x64) of the landscape for physics simulation and your hipoly mesh for rendering. Great video, btw!
How can you do that ? :o
@@MrThunderGlow Duplicate your Hipoly landscape mesh and use the decimate modifier on that copy. OR add another landscape with the same values as your original, but with a lower resolution. You can also delete all vertices on that copy that wont have contact with the water, leaving just the river bed and a bit a bit of the river bank for even faster baking.After baking, you can just delete or hide it before rendering.
@@aendnouseforalastname8318 Dang, I'm baking right now, and it's taken almost 40 minutes in a full room with a loud pc.
@@iankelley9302 I know that problem;) Baking time correlates with the number of vertices in your collision objects.That's why I'm always using a very low poly mesh for all my physics simulations.
Great tutorial, I learned a lot from your overview. The descriptions of WHAT things do is very helpful.
Did anyone have trouble applying a texture to the landscape? Even if I start a brand new scene, create a default landscape, then apply textures, they don't really display like they should.
Maybe use mapping, and put object into vector instead of UV. To use mapping, press control+t. First enable it in edit, preferences, addons, "node wrangler". This can all be done in shaidng tab.
@@CGcelestial I misread your comment the first time, but you were spot on. Changed it from UV to object and BOOM, fixed. Thanks =).
@@vamenn No problem 😂😂, You're welcome!!
Can you please tell me, from where you got your textures
@@vamenn Thank you so much. I was trying to solve this for hours.
best blender tutorial channel ever
I have an issue. I had done everything up to adding the HDR at 11:54 and decided I'd do that another day and closed blender. When I reopened the blend, the domain (cube) was a solid block of water and I could no longer see the fluid sim even though all of my bakes were still there.
So unfortunately you have to rebake the simulation to get it back. This is because the cache is saved in a temp folder which means it will get deleted once you close the project. If you want to save the bake you need to set a custom folder in the domain cache settings. You should see a directory and just click the folder icon to set a new one.
@@BlenderMadeEasy So I need to take the Bake out of the Blender's AppData Temp folder and move it to a permanent location such as Documents, and after that, change the path in Blender to the new location?
Edit: What I did appears to have worked. I was able to close out of blender and re-open the blend with the fluid bake still there.
Where did I go wrong? after bake i just got that blue little circles (no water)
Same
@@captin2296 that means its fine
@@captin2296 blue circles are good
Bake mesh
Make sure to check mesh and re-bake, it will be underneath the particles
I'm so confident, yeah, I'm unstoppable today
Bro please need more tutorials , especially for creating a beach and a house in between a forest . I am learning blender only through UA-cam tutorials and find your videos really good . Well explained and easy to follow . Love from india
Hi, I have a little issue with the liquid after baking the particles and the mesh 8:10 , bc that flowing grey thing 9:35 didn't show up, so when I've hidden the two particlesystems I saw nothing. Has anyone suggestions how to show that 'grey thing'?
Great tutorial btw!
First you need to "Bake data". Then you have to go back into the panel and "Bake Particles". Then you go back to the Simulation panel again and "Bake Mesh". After that you will have your fluid as a Mesh
@@Scaron1996 thanks, don't know why it didn't work properly the first time
@@Scaron1996 yeah i baked all 3 of mine, and same thing as OP, the grey fluid didnt show up, just the foam particles and was left with my large grey cube.
BROOO THANK YOU!!!!!!!!!!!!!!!!! YOU'R THE BEST!!!!!! I LEARNED EVERYTNice tutorialNG I NEEDED TO KNOW THAN YOU VERY
Happy new year. I'm glad i came across you.
Thanks works fine. Greetings from Italy
at part 10:19 you opened a new tab at the right how do I do that? (edit) Nvm I found out someone else asked the same question.
How do I increase the number of fluid particles for the frames? I inputted the same values for everything, and yet mine says "12745 fluid particles for this frame" whereas it's "24903 fluid particles" in the video (10:04).
same, but mine ended up fine so idk
Your Videos Make My Day! 💕💕💕
This is awesome! Good job. Is it possible to make this a perfect loop by any chance?
Yes there is. You can use the same technique I used in this video. ua-cam.com/video/6DjGpppAUfI/v-deo.html
@@BlenderMadeEasy Thank you! I’ve got it saved for now
Thanks! Was going to ask this!
I had to give up, cos i couldn't figure out how to add the texture to the ground with uv map, and no idea how to do the lighting, ill come back when i understand blender more.
Thank you so much for making stuff in soft a lot easier to understand.
I was today years old when I realized there are preset landscapes in blender. This whole time I thought you have to manually adjust the settings on the landscape lol.
Dude, awesome tutorial! I'm glad that I found your channel. Liked and subscribed! Keep it up :))
It's working thanks my friend
I rendered this last night at 4096 samples and it took 9 hours to complete with the CPU. My system might suck, but it's not stopping me from making things.
Amazing tutorial!
Absolutely interesting
At 11:53 ,i Am also in trouble.....how i added a texture for the ground and an HDR for lighting ...🤕🤕
Hello, I had a question: what light did you use (the settings), and how did you apply the texture to the landscape? I dont find it anywhere
I used an HDR for the lighting at a low strength and to apply a texture to the landscape you need to Unwrap then add the texture to the material. The texture I used was one off of Poliigon and then I changed the color to be darker. Any rock texture off of Texture Haven will work perfectly fine as well.
@@BlenderMadeEasy Alright, thank you, though I found another problem: I can't get the "glowyness" of the fluid, and it just looks like a blue blob, not the cool effect you got. Have done anything special to it while skipping the lanscape texturing? I really can't figure out the reason.
@@valeriomazzeo9569 The glow comes from the particles inside the fluid (the cones) and not the fluid itself. Make sure your nodes are right and your particles are displaying correctly. That's what worked for me
Edit: Also in the video he turned off the particle display in viewport I think so render one frame and look at it. Your render might be working already, you just can't see it in the viewport
@@BlenderMadeEasy what was the HDR?
@@BlenderMadeEasy Hello, What settings have you applied on the landscape texture ? Mine feel like N64 texture.. Idk how to make it "3D" not juste a png on a mesh.. I have the full folder with AO, color, Normal, roughness etc etc but i can only put the color, idk how to do it correctly lol
It would be cool if you share your knowledge sensei
yaay thanks im new to blender i have always tried to learn but always end up quitting thnx for your vids
This is exactly what I need!!!
Great video. I've encountered a problem with Blender, it seems. Whatever I tried, I could not get my particles rendering in the final frame (i.e. Frame 400). They were definitely baked, and will show in the viewport, however the render still refuses to show the particles for just this final frame (The baked fluid mesh still renders okay however).
Upon a cursory search online this seems to be a known issue.
The same issue happened with me and I have no clue why. 🤔 I would probably just set the end frame to 399 instead of 400. If I can figure out why this happens I'll let you know.
Dude your voice is perfect for this. You kinda sound like hand unit from FNAF.
seriously helped thank you!!
8:11 when I bake the mesh the actual "water" doesn't follow the blue particles but instead it mirrors it how do I fix it
same with me
i am using Blender 4.0
maybe it is because I am using Blender 4.0
Jack: Intense Grinning
Simon: Profuse Sweating
How do you make that effect when you delete default cube?
Probably the cube has a simple subdiv and a displacement modifier with strength set to 0 and a cloud texture. Then the displacement strength is animated up as the cube scale is animated down.
add an object your wish. Select it and on your top Left you will find smtg Called Object Beside add. Click object and look for quick effects, in that u will find fire. click on it white selected your object and its pretty much done
Oh, I see. What looked like an implosion was a smoke puff. Makes sense. Thank you for getting back.
Great video and I've been following the tutorials well, and it all turned out great until 10:10
what's that new screen in the right side?
I am new to blender so I don't really know all parts and shortcuts of the software.
Much appreciated if anyone helps^^
you can open another workspace if you hover over one of the corners of your workspace and drag out the plus symbol that shows up. after that on top left of the new workspace theres a dropdown where you can select the editor type to work on (its on the left side of the object mode menu) from the drop down menu select the shader editor and then you're good to go. (this is of course one way to do it and how most people do it)
although i would recommend doing the donut tutorial by blenderguru, very fun and informative for beginners.
Have fun! :)
@@jojo2267 Ohh! thank u so much!! I did try to check in blenderguru too in the end.
:D!
Very good tutorial. Love how you compare the outcome of the different settings!! Really Really helpfull, keep it up!
very impressive
does it normally take a long time to bake data?
That looks really cool!
For some reason, there's no emission from the water when I render? It's just dark. Does the HDRI play a factor in this as well?
I need some help please - following your tutorial to the T but as always different results when baking the data 😞 cannot resume tutorial because of this - my liquid starts quite smaller in size and almost in the middle of the landscape and not the starting of the landscape as per your tutorial..
I get to the point where I have baked all 3 areas, and then in the tutorial, the cube has disappeared. In mine, the cube object remains and is rendered as a cube in a landscape. I have gone back over and over the steps and cannot see what I have missed to stop the cube from appearing instead of only the particles. The Particles still appear within the cube as per the tutorial and I can assign it with the cone object too with no issue.. It's just that there's a cube stuck over eveything.
make sure the cube in the top right has the camera button "x"ed out
Very well explained!
0:19 how do u do this animation when deleting?
Lovely tutorial, very accurate! Thank you for sharing!
what happened at 2:35 to make the cube become a wireframe? looks like deleting faces, just don't know how you did it without popping into edit mode
edit: answered for myself by watching at 1/4speed. you hit Z to pick wireframe
This tutorial is amazing, thanks a lot for helping a lot the community!
This was incredibly awesome. WOwww
Im stupid so help me someone😅. At 8:05 how did he start the river flow before baking? I tried dragging through frames like he did and clicking the play button for the animation from start but nothing is being shown on screen. Did I miss something??
This is insane! Thank you! 🙏
0:19 What did you do to the cube?!
Shift day?
@@illinoisslots4323 shift a
@@joebrogan7858 thank you!
YES! I LOVE YOU!
How did u make it glow?
What was that effect when you deleted the default cube?
definetly looks better than my box.
10:11 how did you get the second screen for giving material for the cone???
can't find any help
You need to create a new window. Hover your mouse over the right side of the viewport until it turns into a double arrow. Then R-Click and select Vertical Split. Place the split in the middle of the screen then switch the Editor Type to the Shader Editor (top left button).
This was great, thank you!
very cool
Bro I followed every instruction step by step yet the river doesnt seems to be glowing..what am I doing wrong!??!
This is so cool, thanks for sharing
I have a question:
How do i make the plane invisible?
Wicked tutorial, if you use additional textures to make the water shine, let us know what they were, without those textures the water doesn't shine, no matter what numbers you put on each particle. I followed your tutorial until the end. doesn't work without textures and additional light.
I hate blender when I did something wrong and animation get fu*k but I keep coming back to blender
Thanks for awesome tutorial
First, I need really to thank you from my heart and wish to you all success in your life. Second I saw your video thank you and by the way I remember Frozen when she cross the back see and make the see wave of frozen. Could you please make a video show me how we can do it. Thank you
Fantastic vid! really cool
Fluid simulation render works in viewport, but fluid is missing in image render
Hey, Im very much a beginner and the texture and HDR parts flew by extremely quickly, how did you get the poliigon material converter section to show up in the materials for the landscape? Also any help/explanation of that part would be appreciated! 11:52 - 12:10
Nevermind, figured it out
I assume you mean where all the mesh was showing? he pressed z and selected wireframe mode
@@artemise1tara3938 No, 11:52 - 12:10 Nevermind, figured it out.
@@theonewholost1859 oh sorry I misread your question. You have to install the material converter as an addon
very happy with the tutorial with detailed and relaxing explanation!
Thanks, really helped
I'm a beginner in this and what have you done at 10:08
Thank you saved me a lot of time trying to browse videos for an actual working one
This was awesome!
Also, hope Blender improves the manta flow water sim because would be nice to see Blender showing off what it can truly do
I'm not getting foam particles all over the river, they are less in number (50k) and grouped together in just four spots. Any idea how can I fix that?
[Edit] - I fixed it, I think that the river passage of my landscape was a bit too less distorted, I created a new one with a bit of distortion and it worked pretty nicely
I have the same issue. So the particles group when the effector is to flat?
This tutorial is amazing but im confused on how you added the material onto your cone how did you get that window up is it a geometry note or what cus im only just starting out for my class
late post, but you need to enable "Node Wrangler" in the settings > Add Ons. then when you split your viewport, its under shader editor
I know this question is most likely not going to be answered since I've searched throughout this entire comment section and saw no one mention it :( but is there a reason why checking "vector" in layer properties makes my render like EXTREMELY slower? and are there any ways to fix it? It turns a minute render into an HOUR
yeah I have this problem too, you ever find a fix?
Might be a stupid question, but have you changed your render device to GPU instead of CPU? I change mine over automatically, but i know it can slow some people down. Just a thought.
how do you hide the domain object when doing the render because after baking its still there and i cant see the fluid
I have this exact problem did you find a solution? I think it may be we are on a newer blender build
same
s. Thank you In The setup❤️
noice
Soo everything worked fine for me but for some reason I don't have scale option. Can someone help? (12:30)
Thankthankthankyouthankyou
Hi, another question. How do I get rid of the space between the fluidMesh and the landscape, bc I tried everything but everytimes there was the space, that isn't there in the tutorial.
nice tutorial thank you
i want to ask, why my fliud is not until the end of area? only half of area that covered by the fluid...
Hi, great tutorial so far, but I don't get how you split it up at 10:09, and what the new space is?
That is the node editor. You can open that window by hovering over the edge and selecting Vertical Split. Then just switch the editor by clicking in the top left corner.
Can you please make an updated video on how to make the
sun
thank you very much
Does someone know why my glowing foam doesnt effects the area around? Like it is not shining on the plane around it as if there is no light coming from it, but the emission shader is connected and i already tried setting the strength to 300, didn't help either..
I did everything right but I don't have 400 max frames and my foam doesn't light up cone is connected to the foam is blue I don't know what is wrong I am doing everything step by step and it still doesn't work ;(
Nice Video!
Hey, great tutorial but how do i make the domain invisible once i have baked it
That's what baking the mesh is supposed to do. Can you click on your domain, look in the physics properties and go to the section where you "clicked baked mesh"? It'll probably say "free mesh" now. Look at the work Mesh right above that, and make sure it's actually checked. If it's not checked, you'll have to free the mesh, check it again, and bake the mesh again. Hopefully that's the issue, and if not, I have no clue
Unfortunately my computer can’t run this awesome looking river
I only got to the part where you test it for the first time without any texture and details. It runs at 1.6 fps
what specs do you need because my laptop has Intel(R) Core(TM) i7-1065G7 CPU @ 1.30GHz 1.50 GHz and 32.0 GB (31.8 GB usable)
is their also a way to increase cpu if so
Thank you
Thank you for this cool tutorial. A good starting point for experiments and fiddeling.
I am rendering on a RTX3070 with Optix at 720p. Each frame takes about 25 seconds to render. But at least 15 seconds of them are overhead meaning 'Synchronizing object', 'Initializing', 'Updating images'. Any idea how to speed it up. I would like to keep the image map (4k) in the memory. That would reduce the rendering time by 5 seconds each frame.
I found a solution in the render settings -> Performance -> Final Render -> Persistent Data (check)
Now frames render at less than 15 seconds per frame. Speaking of 230 frames in total, this will save about 2300 seconds (~38 minutes).
@@karlpelzer9485 That persistent data setting is something that needs to be taught a lot more; I discovered it by trial and error but it would have saved me a lot of render time if I had known about it sooner. Textures, HDRIs etc. just get loaded once at the start instead of being refreshed before each frame, a huge time saver.