Fantastic, thanks!! A question..... The base ocean material looks quite bland, even with foam/spray/bubbles etc... How would I add a more realistic material to the fluid surface? I tried, but the tiling is so tiny and looks terrible?
I'm curious about how the fluid simulation progresses without the boat moving. After conducting several experiments, I'm curious because it seems like a lot of calculations are performed compared to the tutorial video you posted.
nice work, thanks! But, for my ocean modifier, I used big waves My result was nothing like the waves in my ocean modifier, just a bunch of garbage I don't know how to fix it...any ideas?
Flip fluid is a type of liquid simulation solving method that was used to solve this simulation and I also used an add on for blender called flip fluids
This is incredible KEEP UP THE GOOD WORK!!!
BRO I WAS NOT RECOMMENDED OF THIS VIDEO HOWWWWWWW I needed this THANK YOU :))
Very interesting. Thank you. I will try this method.
Fantastic, thanks!! A question..... The base ocean material looks quite bland, even with foam/spray/bubbles etc... How would I add a more realistic material to the fluid surface? I tried, but the tiling is so tiny and looks terrible?
You could try a procedural texture using a noise node this shouldn’t give any tiling but may look worse if you don’t get the setting right
I'm curious about how the fluid simulation progresses without the boat moving. After conducting several experiments, I'm curious because it seems like a lot of calculations are performed compared to the tutorial video you posted.
Can you explain a bit more I don’t really understand the question
impressive how u made that in 9 minutes
impressive! Can you do that without flip fluids addon? By using blender physics fluids simulation?
It’s definitely possible but I don’t think it will look as good because the white water solver is not very good
you start with a domain of 64-65. What's the end domain resoltion you used?
In the end like i showed in the video the resolution was 300
Can we isolate the simulation area and extend with a larger plane with ocean modifier? Matching both ocean noise patterns
That is not possible with blender but you can do that in Houdini
고맙습니다
nice work, thanks!
But, for my ocean modifier, I used big waves
My result was nothing like the waves in my ocean modifier, just a bunch of garbage
I don't know how to fix it...any ideas?
You can’t really use big waves for this method because it’s just displacing simulated mesh’s
What texture did you use for 6:18?
I used a ocean modifier and baked it out to a image sequence
thank you!!
Where is the Flip Fluid??
Flip fluid is a type of liquid simulation solving method that was used to solve this simulation and I also used an add on for blender called flip fluids
Bro where is the ocean modifier
My bad I forgot to put in the vid that the texture I used in the displacement modifier was an ocean modifier that I baked to a image sequence
@@sahrib3901what kind of map was it that you baked? A normal map?