Blender 2 91 Shoal Fish creation 4 particles compositing

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
in this video we will finish our tutorial and create the show and we would like something that will make a kind of swirl uh yeah around the point so what we'll do we will go into the layout here go back here into the screencast keys again this thing doesn't work when we change it interface and what we'll do we'll start to organize our collections here over there so the first one will be the reference okay always good to organize things here to help us after to define what is inside of what now he will select the rigs just like so and put it with m into a new collection and it will be rigged okay then after we will select the object and put it in an other collection it will be fishes okay good and now we have three we have three collections that we can enable and disable into the 3d view we can enable it into the render view as well if you enable that you can like reference for example we don't want it to render and okay we are good with that so uh here we have the fishes inside this collection over there and uh it will be this collection that will be used to create a particle system so the first thing we will do is creating a particle system on a simple plane and for that we would like and to not disturb the view we would like the fishes and all the rigs to be a little lower into our scene so with cheesy we'll put it lower just like that and like this they will continue to swim they will continue their life but they will not disturb here into the center of our scene so what we will do we make shift c to put back here the cursor the 3d cursor into the center and then we will add a mesh plane and just with the numpad period we can just move around this place here so what's happening here if i just put just a simple particle setting here over there this particle setting will be c base good by default it creates animated particles and if i just click the play animation it will just go a little up okay and go down after with the gravity so as we will be in the water we don't want any gravity yes i know even inside the water there is some gravity but as uh it's inside a gaze with more density or liquid it will flow like if there is no gravity so what we will do is we will remove the gravity anyway to make it more realistic so here you can see that we have the gravity of our scene if i remove it now it will go up and continue just like that okay now we'll manage a little the settings of our particle setting uh here what i will do i will make a rotation into the x axis into the x-axis and now you can see that it will play like that so it will go into that that direction okay because the particles are emitted uh from the normal of the faces now uh we would like around 2000 particles we would like them to start the emission at one okay we are good with that we would like the lifetime to be over 500 so 550 at least like this we are sure that they will continue their life all along the simulation and the time we want to make the animation you can see that now they continue to leave and they continue just like that so here we have uh the first options that we will manage just like this maybe we will change maybe the the end but for now let's keep it like that at 200 and we will see what's happened after and then after we will check a little more options and we will go yeah let's make the hand the end at 350 far a little yeah around here and like this it will continue to emit until this frame okay so we have 2 thousand fishes that will come from this plane good so now we have a few things to make particle becomes uh becomes the fishes but uh just before that we'll go into the velocity over there we would like to increase a little this value maybe 1.5 okay to make it you see that it's from the normals as i told you and if i increase this it will go it will go a little quicker i will increase the object velocity as well maybe a one and increase the randomize as well like this it will not be a straight line directly it will change a little uh yeah something like that is not that bad maybe a little less randomness 0.2 might be enough and yeah it sounds good already it looks good as an emission okay so for the rest we keep we keep it as it is i think i just verify this for the velocity yeah 1.5 1 here and 0.2 it's exactly what we want we will enable the rotation value here we don't want from the velocity here but we want no uh from known axis over there and dynamic enable and i think that's all we will need good now we will start to go into the render tab and manage that it will not be hello like it is by default but it will be a collection and this collection will be fishy so we will choose fishes over there now if i make the animation it doesn't work at all so what's happening here i have the plane into the fishes as well so let's put the plane into a new collection it will be the final final scene okay now it might it might work better yeah it works better so we can see that we have our fishes coming from the plane but uh it doesn't have the right angle when it goes like that so what i will do i will i will enable object rotation just like this and see if it works well and it kind of works pretty well so we have the directions of the fishes that goes like this you can see that now it works perfectly good so we have the right orientation we have uh we have some fishes that are going there we would like to manage the scale of it because by default it's a little too little and let's continue a little dimension of it to have more or less what we will have okay uh we can see whoops sorry when you go into tab it kills everything okay just like that will be enough so uh with a i can deselect and see a little more what's happening so we have all our fishes just like this now we would like a randomness like some fishes are bigger than others so uh this randomness can be used here uh into the render setting maybe we can increase the scale like 0.13 or yeah don't hesitate to go [Music] yeah yeah it has to be dance and also don't hesitate to make it a little big and increase the scale randomness like it will give some more little than others so maybe 0.5 around here will be good like that and we can see that it gives already a nice motion see with all the fishes that are going around okay everyone is moving perfect so they make their life and we we let them go like that no we have uh we have things we have projects from them for them so let's go and continue so what i don't like too much with the emission for now it's that it starts really like a line here over there you see this this line is really straight and not really not really natural normally it's never like that in the nature so what we will do to uh to compensate that we will go into edit mode over there into uh yeah in two three yeah like that a little not totally straight on the view and with shift d and s we will create different from different angles we will create different kind of emission planes just like this shift d and s again shift d and s again okay and just like that you will have you will have something more interesting when fishes they will go out of that you can see that now we have a more natural line over there and it works pretty well okay so uh what we can do maybe it's put one more like this one over there with air i will put shift d again okay and put it there not f g okay somewhere around here will be good nice nice and smooth okay so now we are happy with the with the global shape of the show but we would like to to make the show made kind of swirl here so to make this shape we will use an effector and those effectors they are called here force field and we will choose the force field it will be the vortex over there the first one that we will use will be a vertex so from the top view uh if you have your emitter over there okay in transparent view you will see the emitter as well okay the goal will be to put the to put the center of the swirl like that okay so now if i start back my animation you can see that they will kind of turn around this isn't that cool look at this nice movement from the top will be perfect maybe you can manage the strength of it because if you put it with a low low strand here you can manage the strength here into the force field options you have the strands over there uh maybe for this one we will go at 0.5 or something like that if you put it at 0.5 you can see that it will less more uh space between yeah between this so it works pretty well okay and sometimes when you move things uh particles get crazy like that i don't know why why it comes like this so uh if some of the developer are watching this please try to resolve that because it gets crazy so the way the way to resolve that here easily is just to go there and change the number go into the beginning of the frames here and change the number so increase of one and it will start well again as you can see but uh yeah i found it a little disturbing anyway uh developers if you are listening to me go there it's important and yeah i know you have a lot of work but yeah yeah please make it for the community and now we are good with the swirl of species so there are kind of yeah turning around this point and that's what we want more or less okay as you can see it works pretty well what i would like to now it's to uh give the give a little more variation as you can see now if i play like that it's something really that they go straight them nothing else they follow a line and nothing crazy on that and uh in the nature it's never exactly like that so we will add a little more variation ramadanis to do that i will go there add here another here force field and this force field will be this one turbulent okay turbulence and i will put it there in the middle same place like this it will affect all the the particles around and for here the turbulence i will put a strong value over there into the trend because by default you can see it makes something like this ah again i it gets crazy i have to go there sorry guys okay come back here yeah it works pretty well now so as you can see here i have not really a lot of effects with the randomness now so if i go there and increase the value maybe something like four or five okay i will try five let's go a little crazy uh i will have yeah again this kind of crazy things that happen but i will resolve that again it's a little frustrating but it works in the end now you can see that we have kind of movement that going around a little here a little there some are following some lines some others and it creates really a nice uh a nice movement just like that so depending of of what you really want okay this one is a little maybe a little too strong but uh yeah in the end you can see that it works pretty well look at the movement of the fishes it's really something you can see like that in the nature it works trucks not bad actually but what is sure is that we could uh make something a little more a little less strong maybe to yeah to kind of control a little more so i will go there and put the strands at four maybe it will be enough and again i go there in the beginning i go directly now and i decrease one point and it should not go crazy like that so let's see a little what's happening how the this show is living will go well i kind of like it good yeah we have something really good now so from the from the bottom view control seven here okay we will have something like that and in non-autographic view with five so we perspective mode here we will see really what will happen and it will make a nice curve like this okay and continue to leave after that if you want you can create this kind of swirl and make it live for 1000 frames or whatever it's really what you want to do depends on what you want to do if you move there's two objects directly here over there it will affect directly the all all the shape of it and on the next one it might gets crazy over there i was sure and if i move something it gets crazy anyway so let's come back here and now i will have something that is more little okay so depending on what you need what you want you will really manage this kind of this kind of movement but don't hesitate to use really this one the the here it will come the turbulence one because it helps a lot to make natural uh natural shapes inside so maybe i will move it just a little over there yeah somewhere here i come back here put it back at 2000 and now we have something good we are really happy with what we have now and what i will do i will go there and with the cage here i will bake all the particles like this i'm sure that the particles will be set it and will not move will not get crazy it will be written in the in the disk and like this it's easier so bake all dynamics and as you can see now it works well whatever i do here i change okay it works well i have my swirl good so what we want to do now it's to make a nice render of it and it will be the last part of the tutorial we'll make some lighting and we will make some compositing to make it good as well so first of all let's go into a frame that we like with a lot of fishes everywhere we are good and when we have this we will add a camera and when you have a view that you like you may control r0 okay and it will take this view over there and create a nice render so if i make f12 now what i have is not really interesting i have a lot of species everywhere here but i have no depth uh no lights from the top really nothing that fancy so what i will do i will add some effects into this scene so the first thing i will do is enable here the motion blur okay and inside the motion blur here i will increase the shutter a little so now if i make f12 you can see that i have this nice movement uh this knife movement effect so depending on what you want you will put it a little lower if you want less earlier and yeah maybe something like that will be good to to keep just the to keep the good vision of the texturing we made can be interesting okay so the second thing we will do we will add some light so the light will be a simple sun i will add it here over there and it will just give something more natural into the lighting and um it will be a little blue okay we can go into render mode here be rendered and see what's happening over there so by default it's really strong we don't want that we want an angle yeah near 0.5 okay and we want uh yeah let's take color kind of bluish like that okay good now we can see that by default it's very strong we will see what's happening after i will see here yeah for now we keep it like that i will add a big cube okay and this cube will take all the space of the swirl of the show okay it has to be big like that yeah and if i continue to put objects into fishes like this it will create crazy things here so i will make this into the final piece and select the final like that it will help and now what we have is uh what we have here is the is the cube that will be here into the shading mode i will go into the render view into the shading mode it will be we will create a new shader on this and the shader of this will be something with uh within principle volume okay so we'll remove that and add a volume because we want to fake a little the the depth of the of the water okay so we'll go into principled volume and as it's a volume here we will plug it to the volume and not to the surface don't make this mistake and then we would like a density not strong at all something like 0.05 and we would like the color to be kind of blue let's put yeah kind of value like that good and now into uh into the render i have this i would like to really increase now you can see that now i i can increase the sum something like 10 will be enough okay works well we can see we have the depth of the of the water that starts to be here so more interesting here and okay we have more or less what we want for that if you want you can increase the density of it if you really want that you put a value at one or something like that one no 0.1 sorry and and you will have more and more depth into that and you can see that now it's like this uh something that you have to enable that is not enabled by default in blender in eevee you have to enable here the shadows no it's not the shadows it's the volume matrix here and what we will use the tie size 16 enable the volumetric shadow like this it will give more more nice result here and the samples the tie size samples we can increase it a little if you want i verify that okay yeah 128 to make it more beautiful and okay we have something already to work with so now i would like to create the this kind of nice effect like kind of light rays got rays that that we have when the when the sun is going through where the water so what i will do i will add here another plane big one that will be again over over all of it okay you can see that it has to take everything don't hesitate to scale it big to make it very big like that because we will use it after and now you can see that the light doesn't go through the volume and it makes this kind of dark effect that we have no light going through this uh what we will do we'll create a new material here we will want to mix two shaders it will be a shader with here transparency okay as we want transparency into this object don't don't forget to go there and enable the alpha clip value to have something that will work well with the mix and now i go into the mix shader plug it there okay and we will use the texture so by default it's here okay let's say we will use the texture here let's go and put the text the texture it will be boom boom boom bloom it will be uh nice texture let's go there and see what's happening with our noise texture we have this so we would like something with a big big scale something like that no details at all and we would like to with a color converter color ramp the values like that to make it more contrasty okay so the black value will let go light and if i go through this now what will happen three two one okay we have this knight this nice race there's nice rays that are coming through the water okay and it will simulate a little bit so what you can do to make it even better during an animation you can scale it up like that make it very big and maybe with a bigger texture like 120 or something like that and and this after you animate it like uh if your animation starts there okay you see that we have this kind of lights now of razer like this now maybe what we can do [Music] yeah make it a little less big just like this so now yeah i told like with g g y i will put my object here over there insert the key at frame 0 of location and go into the end of my animation 500 and now i will make g y just put it like that and say insert rotate location maybe i will scale it down a little depending on the effect that way that you want after you will change the values okay but the goal is to create a rays that will not be fixed so that will move uh during the time of the animation just like that okay so depending of what you want with it you can just animate it as you want uh here i just put a little angle to make it more interesting with the light okay to have this kind of race that goes through like this and we have already something interesting so now into camera view we can see the nice movement the nice feeling that we will have just like that okay it works pretty well if you want you can add it's not mandatory but if you want in that you have easy hdri uh easy hdri add-on you can add now you can add a easy and hdri so uh to use this add-on i really recommend to search easy right blender you will can download it uh download the zip and after you will just have to in to here into the preferences uh install the on the new add-on here that you did download and it will be enabled into the list then after you can just select here the folder that you will have all your hdri for lighting and you will just create wall notes it's not mandatory but it helps a lot to create nice nice reflex into the into the fishes so let's do this as you can see you you can see that it's really too strong by default and what we will do we just enable here the transparency over there so we have now all the species that reflects a lot the environment so depending on the environment that you will put you will have different results i can i like this one it works pretty well and you can see that we have no nice reflecting to the fishes if you want less you put a little less just like so maybe yeah 0.5 is enough okay and now you will have this nice effect with the nice shaders that works pretty well okay so depending of what you want you increase or decrease this value me i will put it near 0.5 let's say 0.6 it might be enough for what we want and now that we have this kind of depth effect we will can make a render and start to make a render when the species are here in front of us okay like this we will have enough fishes to play with good let's say this one i like it and i won't lie and i would like to make compositing of that um the compositing you will have to enable one thing here it's the depth with the mist here and it will help to give miss values into your compositing and you will have something far more beautiful in the end so yeah let's take this this render i kind of like it i make an f12 what is good with ev is that is very quick as you can see okay so what you could you could add maybe as uh something to to add more realism it's it's adding little bubbles everywhere and for this you add a second uh another object like that uh that will create bubbles already or something maybe like uh like uh yeah a big a big sphere around all the scene that will add uh little bubbles inside the sphere it it will help a lot to make something really real with a lot of realism uh it's really a long tutorial i don't want to put more but if you understand how to make uh how are we made here there's uh these particles you will understand that bubbles it's just litters fierce easy with transparency and refraction and you put it inside the water and it will help a lot for create something really with a lot of with a lot of realism so anyway it's not the goal of it here it was just for making the show and now we did the render and we will go into the compositing so good compositing by default i don't like it because when we made you we make used nodes and we make control shift click into that we have this into the backdrop i found it a little disturbing with the nodes in front of it so i prefer remove that and go into the image editor and select the viewer node over there like this here i have the interface of the node and here i have the result of my image that i can play with okay so we have some we have some little things to manage to have a nice compositing the first thing we will do we will just use the mist as a composite and the alpha of the image so we can see that now we have an alpha over there with ctrl shift click here we see that some is from it is transparent and some is not transparent so this alpha value will be useful and we have the the mist here and that here we have the depth so as more it's close to the shot and more it's dark and like that will it will help a lot to create to to give some depth into into this image and what we'll do we will just use mix and that's it and factors so how we do that we'll add a mix it will be a color mix okay i put it there and this one will not be there it will be there and we will just create another color here i will see what's happening after that so for now we just have this here maybe something deeper deeper deeper something like that might be good so now i will use the alpha value over there as a factor and as you can see here it gives a little more depth okay and i can even go lower on the values if i want what i want is to not have any alpha on this image in the end okay before after not a big change you will tell me but it will give the color that you want into into the into the water so if you want to add more uh more yeah or more green or more whatever you want it will help a little to go oh it's not bad here i kind of like it i keep it like that let's go and we continue so now i will go and duplicate this mix again uh this one will be into the lower part and this one has to be blue it's important because it will be managed by the mist here over there and you can see that here it gives really uh it is it gives really a strong effect by default and so so here with this part enabled like that you will mix with something deeper again and you will manage it with a color ramp to mix this value over there with this value and we will add a converter color ramp like that what's happening here with the color ramp i will can manage here if i want to add more depth you see that more i go there and more unless i i can see the fishes behind so if i go there less i i can see the fish is behind it's not really the goal to go to go there here is just here i can put some lower values as you can see and put it less strong like this and it will not give too crazy result just like so okay then after you can increase or increase increase or decrease this but whatever here it works already far better so now i will put it a little more yeah something like this might be good good and now we have uh we have our compositing that is made you just have to use it like that and when you will make control f12 it means go there and go to render and make render animation you will you will have this compositing that will work all along the way so what you can do as well you can manage the colors in the end if you want with an rgb curve or a color correction node let's say an rgb curve for this one you can contrast a little more if you need like for example create a wave a wavy shape like this and now look the result like it looks very good we have yeah we have really what we want over there okay maybe a little more white values here okay and a little more like this to show more depth into that but really over there it looks already very good and so now whatever the frame you will render it will work like this so that's it for the compositing now don't forget when you want to render an animation of that whatever the view you will have into your into your 3d view into your camera view go there here manage the resolution what you want here it's full hd by default but especially go there we don't want any png files in the end we want a video file when we render animation so we'll go there ffmpeg is the best to choose and we go there into encoding and choose mp4 and like this you will have mp4 in the end you choose the right directory for render the animation and you will have a nice animation just like that so that's it for this video i hope you did learn things and that you didn't like it don't hesitate to share i put all of what you need like the the the textures everything and all the files will be included into the links into the video and enjoy blender happy blending you
Info
Channel: yojigraphics
Views: 3,250
Rating: undefined out of 5
Keywords:
Id: FJagpYQurx8
Channel Id: undefined
Length: 39min 16sec (2356 seconds)
Published: Sat Dec 12 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.