Guys your addon is amazing, unfortunately there is no one comprehensive tutorial that teaches us to fully utilize it. I truly hope you could make a long full tutorial, especially with all the new and older features. Thanks,
Hey! Thank you for this kind words. Did you watch our complete guide series? Or check the BlenderPhysics channel? You will find a lot in depth information. We are still developing new tutorials. After the compositing tools are ready we will continue producing more learning videos.
First of all thank you for all of your hard work! I was wondering if it is possible to use your whitewater system in cooperation with blender particle system to create not only whitewater but also different type of other particles suspended in water? For example coffee grounds or small pebbles probably? Also I guess it would be possible to use data calculated for water motion to drive those particles?
Unfortunately you can not directly use whitewater to interact with other particles. But you can control the behavior of all white water particles. You could make bubbles sink to the ground while shading them like coffee grounds as example. You can also control the lifetime. Another very interesting thing is rendering fluid particles. Using geometry nodes it is possible to use any shape for all the particles. Hope this is helpful :)
Hi, is there a way for adding a turbulence force or a noise? There are many situations in which the liquid is too much smooth, and would just need to be shaked a little bit with a turbulence force. For example when a creature breaches out from the ocean. I highly feel this necessity, hopefully there is a way!
Hey unfortunately no. We have that on a list of feature request but this could be something for FF2.0 what still is in development. However using force fields can help a bit with this. As example you can blow spray particles away without affecting the fluid surface. For this you just would need to decrease the influence for fluid particles to 0.
@@FLIPFluids allright thank you, keep up the good work!
3 місяці тому
Hi @FLIP Fluids, Is it possible in a next release to put all the assets preset into a sub folder called "Flip Fluids" and not to be at the root of asset manager ? It's a quite messy actually. Or give me here the ways to modify the asset library files with VS code to organised it myself ;) Ok, I can avoid to have "All" in asset list but it's faster. Thx and keep doing the great work you do with this addons !!! It's really great.
We will take a look into this. One question: our assets should be installed in a separated folder on your drive. If so, you should be about to switch between assets in the assets browser?
3 місяці тому
@@FLIPFluids Yes, I have this too, but it's faster to have upper folders to show all and do thinks faster. Ok, maybe it's my "OCD" that talking but sometime artists have difficulty to move to Blender from Maya and organized things help a lot too (avoid them to tell is a mess LOL).
i couldn't export fluid surface to alembic (no whitewater used , just a simple animation with 100 for resolution).. i have blender 4.2 with flipfluids 1.8.1... i wrote my issue on github and rlguy said it doesnt work on 4.2... and here ur saying its compatible with 4.2... so im lost here.
Can you create a video about flip fluid ship wake simulation & merge with large scale ocean. There is no good video about this tutorial. Please make this video.
Hey raj! That’s planned. But this should work as easy as possible for all users. That’s why actually a set of compositing tools is in development. And it will be finished soon! The ocean tutorial could be produced in the next year ;)
Make sure to enable motion blur using the helper toolbar before baking. This way required motion data will be generated. We have a quick tip video about this in our video list
Love your guys' work! Never been more proud of a Blender addon purchase
I'm really excited for 2.0
Guys your addon is amazing, unfortunately there is no one comprehensive tutorial that teaches us to fully utilize it.
I truly hope you could make a long full tutorial, especially with all the new and older features.
Thanks,
Hey! Thank you for this kind words.
Did you watch our complete guide series? Or check the BlenderPhysics channel?
You will find a lot in depth information.
We are still developing new tutorials.
After the compositing tools are ready we will continue producing more learning videos.
NIce. Please make more tutorials.
First of all thank you for all of your hard work!
I was wondering if it is possible to use your whitewater system in cooperation with blender particle system to create not only whitewater but also different type of other particles suspended in water? For example coffee grounds or small pebbles probably? Also I guess it would be possible to use data calculated for water motion to drive those particles?
Unfortunately you can not directly use whitewater to interact with other particles.
But you can control the behavior of all white water particles.
You could make bubbles sink to the ground while shading them like coffee grounds as example. You can also control the lifetime. Another very interesting thing is rendering fluid particles.
Using geometry nodes it is possible to use any shape for all the particles.
Hope this is helpful :)
Hi, is there a way for adding a turbulence force or a noise?
There are many situations in which the liquid is too much smooth, and would just need to be shaked a little bit with a turbulence force.
For example when a creature breaches out from the ocean.
I highly feel this necessity, hopefully there is a way!
Hey unfortunately no. We have that on a list of feature request but this could be something for FF2.0 what still is in development.
However using force fields can help a bit with this. As example you can blow spray particles away without affecting the fluid surface. For this you just would need to decrease the influence for fluid particles to 0.
@@FLIPFluids allright thank you, keep up the good work!
Hi @FLIP Fluids, Is it possible in a next release to put all the assets preset into a sub folder called "Flip Fluids" and not to be at the root of asset manager ? It's a quite messy actually. Or give me here the ways to modify the asset library files with VS code to organised it myself ;) Ok, I can avoid to have "All" in asset list but it's faster. Thx and keep doing the great work you do with this addons !!! It's really great.
We will take a look into this.
One question: our assets should be installed in a separated folder on your drive. If so, you should be about to switch between assets in the assets browser?
@@FLIPFluids Yes, I have this too, but it's faster to have upper folders to show all and do thinks faster. Ok, maybe it's my "OCD" that talking but sometime artists have difficulty to move to Blender from Maya and organized things help a lot too (avoid them to tell is a mess LOL).
i couldn't export fluid surface to alembic (no whitewater used , just a simple animation with 100 for resolution).. i have blender 4.2 with flipfluids 1.8.1... i wrote my issue on github and rlguy said it doesnt work on 4.2... and here ur saying its compatible with 4.2... so im lost here.
Not sure about this - please provide us with detailed information using our support form on the webpage. This could make it easier to help :)
Can you create a video about flip fluid ship wake simulation & merge with large scale ocean. There is no good video about this tutorial. Please make this video.
Hey raj! That’s planned. But this should work as easy as possible for all users. That’s why actually a set of compositing tools is in development. And it will be finished soon! The ocean tutorial could be produced in the next year ;)
How come the MIXBOX cannot be installed? It just doesn't see the file
Maybe you need to rename the file. From .zip to .plugin - does that help?
@@FLIPFluids No. I cannot change extension of zipped file
It’s not a ZIP file - it’s just a limitation with fileuploads on some market places, where it was required to rename the file (original plugin).
@@FLIPFluids I got it from FlippedNormals. I unzipped it but I have no idea what file to change extension of
hi guys is there a way to activate blur for the sims and white body and stuff please ??
Make sure to enable motion blur using the helper toolbar before baking. This way required motion data will be generated. We have a quick tip video about this in our video list
@@FLIPFluids thanks sir i just did a one week bake for a large scale star wars ship coming out of water i'll test it on another one.
How is 2.0 going? 🤩