For anyone in 4.1 the musgrave texture is gone and replaced by the Noise texture. I'm not an expert at all but the settup that ressemble his musgrave is Noise set to "Hetero Terrain" with 0.02 as the scale not the detail. Use the detail to control how much the texture moves, a value of around 7 is pretty close to what he has. That's all I've tested don't know how it will react to the rest of the setup. Will try to edit what I find. First edit : The second musgrave should be at 0.005 in scale, a roughness of about .7~.8 and a detail of above 11 Second edit : The second musgrave HAS to be fbM, hetero terrain does not work correctly, you can also set the first one to fbM but you'll loose the offset wich can be used to have shadows at an angle. Third edit : discard what I wrote about the offset it doesn't work like I thought it did, silly me. Set both of the noise texture to fbM. NOW !
Unless I missed something, I believe the part where the rocks were animated to move was left out. To do this the way Kristof does, select the rocks plane. Copy every node connected to the Voronoi mapping node (This should be the combine XYZ node and everything to the left of it.). Then paste these nodes and connect them to the mapping of your rocks image (You'll have to delete the rocks texture coordinate node to do so). After that add your drives to the Z locations (#frame/500 and #frame/200) and your rocks should start to move
A year too late but for those who come across this tuturial in the future, once you follow the steps above, make sure you head to your mapping nodes (the ones connected to the rocks) and edit the Z values on both. Top one should be #frame/500 bottom should be #frame/2000.
Dude, you're doing the community a great favor by churning out these inspiring tutorials man! I really like the toon/anime stylized look. Keep up the great work!
It is a cool effect for anime purposes, but it does give that uncanny valley feeling for two reasons: Real caustics generally appear on the bottom - not the surface of the water, or are reflected onto a surface above the water. And you usually see a steady marching wave progression, not a back and forth motion (unless the liquid is in a small enclosed container). On the surface you usually see a distorted reflection of the sky or above-surface objects. You can fix this by animating the actual x coordinate on the main mapping node; and blending your caustic layer with the bottom texture (I think the Math node set to Maximum would work here). Surface reflections can be done by using a fresnel node as the factor to a mix node, choosing a reflective material or a glass material. If you have a wall or roof above the water and your scene's sun angle is correct, you can throw a duplicate copy of your caustics into the texture for the wall or roof.
That seems interesting, would mind making a short video on how to work it out, as an example? That would be of great help (: Non the less, I shall remember this and try it out these days. Thanks a lot, it does add to this tutorial.
Just encountering this gem while researching on how to improve my model and what I can only say is. what the fudge. Thank you so much for sharing this. It really helps me a lot and I know a lot of people also feels the same! you're amazing!
Nice. I've been waiting patiently for this :D Edit: Holy crap, after watching and doing this, I'm pleasantly surprised at how AMAZING it looks! I can't wait to build a whole scene with this!
Extremely robust, concise and stylish tutorial and his voice is borderline asmr. I was looking into projecting water caustics on a wall and tried your method plugged as a video into a light emission node. Unfortunately it didn't quite look the way I was hoping but as originally intended it's an amazing effect. Good luck, sir, I hope more people will see your good work.
Man... thats insane that it is done with 3D... it fully looks 2D in that final animation. Ive always thought of Anime style being a complelty different direction from learning 3D... but it looks like it might be fully doable... I wonder whats possible with including the grease pencil... Please keep up the tutorials!!!
Amazing! This is very very beautful. Thanks for this tutorial...i like so much anime style and you bro...make a great job... Thanks for this tutorial, amazing
Cool stuff, but really would like if tuts like these would explain WHY you are adding all those effects and how they communicate / interact with each other.
Bro, youtube suggested your video based on my blender searchings... So, thanks, i'll try to reproduce that effect on UE4, you give me the idea. Thanks alot! Already subscribed on your channel
Dude, thats really great. Always impressive when someone knows what to do with nodes. I feel like, I have to start from the beginning everytime, I get to shading. ^^ Any recommendations for tutorials? ^^
This is rather informative. The only question that I have is how can one animate a character or animal in the water with this? To put things in perspective, I was planning on merging 2D and 3D animation. (A horrible taboo, I know.) And I wanted to make sure that everything I do with Blender and Toon Boom would be slightly seamless.
Gorgeous effect, have to try it out! But don't the white lines on the top layer represent foam and not caustics? Caustics would be what appears on the ocean floor, due to how the waves bend incoming light, concentrating and diluting it into different areas, like what you have in the second example.
Amazing tutorial! Well explained and the pace was perfect! I just have one little problem. I tried to follow your other tutorials for water ripples, like a rock in the middle of the lake. So the problem is im getting a hard time to add water ripples from other tutorial using this tutorial as a base for my water shader. Do you have any advice? thank you
For anyone in 4.1 the musgrave texture is gone and replaced by the Noise texture. I'm not an expert at all but the settup that ressemble his musgrave is Noise set to "Hetero Terrain" with 0.02 as the scale not the detail. Use the detail to control how much the texture moves, a value of around 7 is pretty close to what he has. That's all I've tested don't know how it will react to the rest of the setup. Will try to edit what I find.
First edit : The second musgrave should be at 0.005 in scale, a roughness of about .7~.8 and a detail of above 11
Second edit : The second musgrave HAS to be fbM, hetero terrain does not work correctly, you can also set the first one to fbM but you'll loose the offset wich can be used to have shadows at an angle.
Third edit : discard what I wrote about the offset it doesn't work like I thought it did, silly me. Set both of the noise texture to fbM. NOW !
Gracias!! de verdad
@@pamecv4628 Yeah it worked nicely
Hi, thank you very much ! But i have a question, i try your modification, but my texture doesn't move properly :( I don't know why,
Thanks kris, you have the whole blender community on the edge of their seats waiting for your tutorials lol
Same
i totally agree with you
every damn week i am waiting
No pressure though! Pleasantly patiently waiting. :)
Wouter de vries yes pleasantly
I can't agree more. This man has been putting out straight content! Love everything he's teaching us
Unless I missed something, I believe the part where the rocks were animated to move was left out. To do this the way Kristof does, select the rocks plane. Copy every node connected to the Voronoi mapping node (This should be the combine XYZ node and everything to the left of it.). Then paste these nodes and connect them to the mapping of your rocks image (You'll have to delete the rocks texture coordinate node to do so). After that add your drives to the Z locations (#frame/500 and #frame/200) and your rocks should start to move
HERO!
Thanks bro!
yeah same, my mapping did not move even i have follow correct what he show
A year too late but for those who come across this tuturial in the future, once you follow the steps above, make sure you head to your mapping nodes (the ones connected to the rocks) and edit the Z values on both. Top one should be #frame/500 bottom should be #frame/2000.
thank you so muchh.
Dude, you're doing the community a great favor by churning out these inspiring tutorials man!
I really like the toon/anime stylized look.
Keep up the great work!
Holy shit, the stars twinkle trick had my jaw dropping. That's super clever. Thank you!
It is a cool effect for anime purposes, but it does give that uncanny valley feeling for two reasons: Real caustics generally appear on the bottom - not the surface of the water, or are reflected onto a surface above the water. And you usually see a steady marching wave progression, not a back and forth motion (unless the liquid is in a small enclosed container). On the surface you usually see a distorted reflection of the sky or above-surface objects. You can fix this by animating the actual x coordinate on the main mapping node; and blending your caustic layer with the bottom texture (I think the Math node set to Maximum would work here). Surface reflections can be done by using a fresnel node as the factor to a mix node, choosing a reflective material or a glass material. If you have a wall or roof above the water and your scene's sun angle is correct, you can throw a duplicate copy of your caustics into the texture for the wall or roof.
That seems interesting, would mind making a short video on how to work it out, as an example? That would be of great help (:
Non the less, I shall remember this and try it out these days. Thanks a lot, it does add to this tutorial.
doesn't really matter its for anime, its the style
you could also make the sparkles procedurally by using a Voronoi Texture set to Minkowski.
Thank you so much for these tutorials btw!
I couldn't find this type of tutorial before, thank you very much
I really like how you gave us a both a simple and complex version. Very cool
Just encountering this gem while researching on how to improve my model and what I can only say is.
what the fudge.
Thank you so much for sharing this. It really helps me a lot and I know a lot of people also feels the same! you're amazing!
This is absolutely amazing. I am so blown away by what’s possible with the use of drivers in shaders! That second one makes me want to jump in.
Lovely tutorial. Didnt know about that driver trick yet. Very nice!
hehe yes, this opens a whole new world of possibilities and automatizations!
Your scenes and tutorials are really great quality! Please come back and make more, it's a huge help for the NPR community in Blender
You're totally nailing these tutorials! Great content, man!
This was AWESOME!!!! I followed everything to a T and got perfect results.
Thank you for always showing steps from scratch! Really beginner friendly
Nice. I've been waiting patiently for this :D
Edit: Holy crap, after watching and doing this, I'm pleasantly surprised at how AMAZING it looks! I can't wait to build a whole scene with this!
Extremely robust, concise and stylish tutorial and his voice is borderline asmr. I was looking into projecting water caustics on a wall and tried your method plugged as a video into a light emission node. Unfortunately it didn't quite look the way I was hoping but as originally intended it's an amazing effect. Good luck, sir, I hope more people will see your good work.
This tutorial is so helpful! I made a shining lawn with dew using the same principle! Thank you so much it's inspiring!
Didn't know we could quickly animate stuff with drivers! First time I've ever seen such a thing!
Kris, your tutorials are amazing, thank you! There are so many things I want to try now!
your tutorial its very helpful, thx for sharing... love it
😳 I’m starting Blender this year, I’m so excited!!!
Wow! Thanks so much, this tutorial is gold. Very clear explanation of a complex topic
im just speecless... your channel has everthing that I need love you lots brother
Thanks! So many interesting techniques in this tutorial.
Thank you SO MUCH! This is gorgeous and exactly what I've been looking for and trying to achieve for weeks!
Thanks a lot, Kris! 😍 It looks super gorgeous! ❤💖 That really helps me boost my animation project!
omg i love you ❤❤ we are so thankful , cant wait for the next ones too 😊😊🧡💛💚💙❣
Bruh i Will consume ALL of this content
Great work man , plz keep coming up with such great tutorials
What a tutorial, fantastic! Thanks.
Such a good to follow tutorial and much attention to detail. Learned much from this.
Wow! Very clear instructions. First time here. Thanks for this.
The result is amazing! Thank you for the tutorial!
Love this! Thank you for the awesome tutorial. I'll apply this to my game :D
Any idea on how to get those rock image?
Very good tutorial btw Thank you!
This is utterly gorgeous! Thank you for sharing! ^_^
Your version is really great looking. Good job for this one !
wow, just wow!
Thank you, just what i need for my project.
This is what I searching for 🥰😍 thanks for the tutorial
Thank you very much for your tutorial!!!! 👍👍👍 Really interesting !!!
that looks so good.
Can't wait to give this a go :)
Dude, thank you so much! You're a superstar
ahhh lysm for these tutorials 😭❤❤
What a Beatiful tutorial, love it!
Man... thats insane that it is done with 3D... it fully looks 2D in that final animation. Ive always thought of Anime style being a complelty different direction from learning 3D... but it looks like it might be fully doable...
I wonder whats possible with including the grease pencil... Please keep up the tutorials!!!
This is amazing! Your tutor was very helpful. Thank you.
wow amazing tutorial ,
I hope you are consistent with anime environment tutorial
Amazing! This is very very beautful. Thanks for this tutorial...i like so much anime style and you bro...make a great job...
Thanks for this tutorial, amazing
Cool stuff, but really would like if tuts like these would explain WHY you are adding all those effects and how they communicate / interact with each other.
Incredible tutorial kris, can u make a tutorial about mountains, rocks formation and its texture?
Yes, I'm already working on those!
@@KristofDedene i cant wait
Bro, youtube suggested your video based on my blender searchings... So, thanks, i'll try to reproduce that effect on UE4, you give me the idea. Thanks alot! Already subscribed on your channel
That’s what I need. Next tutorial will be ghibli mountain, rocks and village road?
W tutorial
I love all your tutorials!!!
So beautiful! Just what I needed for my future project 💙
control T for mapping node at 2:52
thanks u so much :33
Thank you very much Kris, you're amazing!
im using unity shader graph but still its very usefull, thanks
Damn dude, you make us happy u know
✨✨ OMG! Its sooo cool! ✨✨
amazing tutorial, love it!
Amazing! Thank you for this.
Thank you very much for your tutorial....
love it
Thank you.
you're doing great man.. thank you
Dude, thats really great. Always impressive when someone knows what to do with nodes. I feel like, I have to start from the beginning everytime, I get to shading. ^^
Any recommendations for tutorials? ^^
This is rather informative. The only question that I have is how can one animate a character or animal in the water with this?
To put things in perspective, I was planning on merging 2D and 3D animation. (A horrible taboo, I know.) And I wanted to make sure that everything I do with Blender and Toon Boom would be slightly seamless.
Awesome content, man!! Instant sub.
amazing tutorial!
wow thanks brother..... you are awesome
It was really helpful thankyou
you are an inspiration. Good shit my man. good shit.
BEAUTIFUL
This is awesome💖
Great work. Thank you.👍👍👍👍👍
I love it❤️
After you select a node (or group of nodes), you can use Shift+D to duplicate the selection. 5:47
and other parts of the video
btw nice tutorial! its great
Gorgeous effect, have to try it out! But don't the white lines on the top layer represent foam and not caustics? Caustics would be what appears on the ocean floor, due to how the waves bend incoming light, concentrating and diluting it into different areas, like what you have in the second example.
thankyou so much sir!!
*Thumbnail looks like from anime "black clover" 😃 that's awesome*
Thank you so much
amazing tutorial kris!! can you make tutorial about anime explosion with blender??
Gracias buen tutorial, solo me perdí en la transparencia de la primera copia del efecto agua
Absolutely stunning work here!! Does anyone know if these would be possible to recreate in UE5 or unity?
thanks you
❤ wow. Where did you learn all this? Thank you. I’m a new fan.
Is there a way to make it loop? thx for the tut, its beautiful
Hi. can you put in the settings for the noise texture now it has replaced the musgrave texture? At around 4:40/24:06. Thanks.
Thank you 👍
Thanks bro🔥🔥
is it possible to import to UE5 afterwards? Exactly like that?
Спасибо большое)))👍
:'v i hope you make some house, tree tutorial with ghibli effects on simple way like botw grass , maturnuwun.
Gahhh! So pretty!
Amazing tutorial! Well explained and the pace was perfect! I just have one little problem. I tried to follow your other tutorials for water ripples, like a rock in the middle of the lake. So the problem is im getting a hard time to add water ripples from other tutorial using this tutorial as a base for my water shader. Do you have any advice?
thank you
You are a GOD