Blender: Reverse Gravity Spiral Liquid

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so today we're going to be having a little bit of fun with anti-gravity so i posted a completed project with the same principle as what we're going to do on youtube but i never showed how uh i did it so we're going to do or we're going to try to recreate it uh in today's video and you should be able to see it on your screen so we're going to do this and we're going to play around a little bit with it and just get the basic concept of pretty much working with three sources of water and then i'm going to just show you how to reverse the gravity in your domain or in your project it's very easy it's a nice fun thing to play around with you know anti-gravity and water because you can get really cool effects with it so i'm working in blender 2.9 today and we're just going to open a general folder as or general file as usual and yeah let's just quickly get my shortcuts going over here so you can see what buttons i'm pressing if need be so you can see what i'm doing here in the bottom right hand corner as always all right so let's delete our little cube over here and we're going to be working with spheres as our sources of water so uv spheres to do that we can hit shift a select mesh and choose uv sphere all right so i'm going to size it down just a little bit not too much because we're going to have three of them and we can move this off to the right so i'm just going to hit gy and move along my y-axis over there and then i'm going to duplicate it by hitting shift d and then i'm just going to also gy move it along more or less over here and then we're going to need one more let's just move it a little bit further and then we're going to need one more so again shift d and then i'm just going to move it along like this and like that okay so that we've kind of got like a triangular um positioning going all right so all three of these are going to be sources of water but we can just select um well we can select let's see what happens if we go all three and we say quick effects and we go liquid all right so there we have a liquid domain with three sources of water in it but if i press play they're just going to drop to the floor as geometric shapes of water and we don't want that we want them to be flowing sources of water so we're going to select them one by one just to make sure that that physics attribute is assigned to it we're going to click on our physics in a prob in our properties tab on the right and by flow behavior we're going to say inflow and we're going to do that for each of these all right but if we go back to the first frame and we press play it's still going to drop those geometric spheres of water so let's click our domain and all we want to do now is scroll down to the bottom our click is resumable as always and then select modular scroll back and we need to bake in this data again so we're just going to say bake and we'll get all that information for us at the moment it's at 250 frames we're going to change that in a bit and now we have water that flows from our spheres which is great but we don't want it to go down we want it to go up as if gravity has been reversed so first of all let's make our domain a little bigger so to do that we can use the scale tool on the left here we can click on that and then we can just pretty much do that and we're just going to elongate it by grabbing that little green a little blue one over there blue arrow and we're just going to move that up and we can do it all the way in fact all right so now we can see our particles are all over the place so let's free the simulation data and with the domain selected we're going to scroll all the way down so when we're down all the way to the bottom over here we have a little drop down menu which sees which says field weights so if we open that we have all of these little options here but we're only going to work with one and that is the gravity option so we're going to select it and all we're going to do is put a minus in front of that one then we're going to scroll all the way up again and we're going to say bake data and we're going to see what the result of that is all right and there we can see something happening so if we go all the way to frame one and we press play we have our water that is going all the way to the top and it's filling up pretty quick okay so now that we have some anti-gravity going or reverse gravity we want to change things up again so to get that spiral effect as if all the water is kind of going up but to one specific place we're gonna use something interesting so we're gonna say shift a to open our add menu but with this one we're going to go down to force fields and we're going to select vortex right so that is exactly what it says it creates a vortex so it's going to pretty much make a vortex of air inside of our domain and that's going to force all the water together and we can just make it a little bit bigger something like that and once again we've made a change so let's click on our domain we're going to say free data and then we're going to bake the data again and let's see if there's any difference this time okay so let's press play and immediately we can see we have a type of a vortex mission happening over here all right and that's very nice but what do we notice so first of all our vortex is going all the way off to the left we don't want that so we've got two options we can either move the vortex or our domain in this case i'm just going to move the vortex more to the center of our domain we click on our domain free the data and bake the data again and uh so for this part of the tutorial you can see i'm working with a 32 resolution division because it makes baking of the data quick it just goes a lot quicker if you're still working with your concept so you don't spend too much time baking information and then you're not happy with it all right so i'm pretty much happy with the location of my vortex of how my water is meeting so let's change things up a bit and the one thing that we're going to change is our resolution division and it makes a difference so let's free that data and i'm going to put it on let's make it 75 and then i'm going to bake that information you'll see it takes a little bit longer to bake and as i say in all my tutorials the time that it takes to bake is always affected by what hardware you have so the less ram you have the longer it's going to take to bake and so forth all right so there it's baked in and we have an interesting vortex of water right so let's see how this looks it actually looks pretty interesting a lot more different to what i expected it to be and we've got a very interesting vortex of water now let's see how the size of the vortex affects the behavior of the water so for example what if we made it smaller would it make a difference so let's free the data and find out so we're going to bake it in and there it's running so you can see uh with the hardware that i have i have 16 gigs of ram even at 75 resolution division it breaks pretty quick uh surprisingly and uh let's see if the size of our vortex or force field is actually going to make any difference so we're going to hit play as you can see it makes a little bit of a difference but not much so where you place it and how far apart we make our sphere sources will be the determining factor of how your water behaves so you can also mess around with the strength of your vortex so let's uh bring our vortex maybe down to 0.5 instead of one and we're going to free that up and we're going to bake it in again and the reason for this is just so that you can play around with it and see um you know what kind of effects you have so let's have a look if we can recreate what i created about a year ago and so we've brought down that strength of our vortex and let's see if it makes a difference aha so there we have a clear difference very very different so let's press play on that and i actually like this because the three streams almost never meet so the strength of your vortex will determine what happens with your water so i kind of i kind of like this so now we can put a mesh on that right so we're going to stick with our domain i'm happy with the division resolution all right but what i want to show you is that the water will keep on accumulating on top here and actually kind of create a type of vortex of water so for example if we had to make our domain bigger so let's do that i'm going to with my domain selected i'm going to press s and bring the size of that up right so one of two things will happen either your particles will disappear or they will be weirdly placed right so what do we do now we free the data bake the data always whenever you make a change free it bake it and under normal circumstances that will correct the problem right so let's let that bake and see if we like what we get all right all right so it's finished baking and i don't like what we're getting so why is it doing this because your domain is bigger there is more space for the vortex to form so i absolutely hate it so play around with it and see if you like what you get eventually so i'm going to free the data um well i'm just gonna hit control z and then bring it back to what we had and maybe instead of doing that we can play around with our power and bring it to point uh say 0.7 right and then i'm going to free the data and this will be the last bag right so play around with it and see what type of vortex you like i'm really keen to see what you guys make and it's almost finished baking and then we can pop a mesh on it and then get our water looking all pretty right so let's let that finish all right and let's see what we get now all right so this is looking more toward the original that i had and there you go so there you can see the water will build up and it's kind of shaping something interesting so what we can do now is uh over here by our progress bar i'm going to bring it up to 450 and then with the domain selected i'm going to scroll all the way down and here by start and end frame i'm going to make the end frame here 450 as well and all we need to do now is go to resume and that will resume baking the data from where we finished off and we can see our progress over here by the frames so let's let that finish baking and then we'll see what happens with our body of water at the top see if it looks interesting at all and it just takes a few seconds to bake all right and there it's finished so let's press play and so there you can see the water will continue to build up but it'll keep spinning in circles and circles and if a person had to for example add some some particles uh for example like spray and foam that would look pretty interesting so i'm happy with this right so what can we do now so let's add our mesh and i'm not going to do anything to the upgrades factor otherwise it'll take a little bit long but you can play around with that if you have a good strong machine if you don't um i wouldn't recommend playing around with that so let's bake the mesh and then we'll see what it looks like when we put it into rendered view alrighty so our mesh is finished baking so let's hit play and let's see what we have right so there you have a nice swirl of water which will eventually meet at the top and create a nice swirling body of water as well so the intensity of what's happening at the top of the body of water will change with the strength of your vortex as well so i'm pretty happy with this so let's go into our rendered mode right so you'll see that we cannot see anything all right so two things need to change uh this will be specifically for cycles so we're going to go to our properties tab on the right hand here render properties render engine and change it to cycles and then with device i'm going to say gpu computer it uses my graphics card and there you can see we have more of a realistic water but we still can't see anything really so in this case what i like to do um shift a mesh and i just like to put a plane at the bottom so this is a thing number one that i like to do right the next thing is we need to change the lighting so we're going to click on our lights over here and i'm just going to move it up and across and then i'm going to change the type of light that it is so on the right by the property setting again we have object data properties but you can see it looks like a little light bulb and we're going to change it to the sun it's very strong at first and i mean you can leave it like this if you like but i like to bring it right down maybe to 15 or 10 or so and what happens is in the water you're getting a bit of a reflection from the plane um so we can even make that a little bit bigger and then that's pretty much what you're gonna have and i mean you can decide so sometimes what i even like to do is you can press tab to go into edit mode and what you can do is go over here to the top and select edit select and i'm going to select the edge of my uh oh let's just have a look here yes i'm going to select this edge i'm going to press e and z and that will allow me to extrude it like this all right so uh then you get kind of like a studio thing going that you can create for yourself and i mean you don't have to but um sometimes i like to do it not always and then we can then change the color of the water it's barely visible at the moment so we're just going to press tab to go out of edit mode i'm going to select my water go to the top left hand here drag that down to make a split screen i'm going to go to editor type and then shader editor i'm going to zoom in a little bit and then you can see we've got volume absorption and then glass and by the glass is where you can now change the color of your water to any ridiculous color your heart desires and i just want to have it kind of something like that yeah a little bit lighter a bit more down uh that's a little bit green so you can you can really mess around with this and this is this kind of can determine how visible your water is uh there so there's a nice a cool like a cold blue almost so what we can do is um get ready to render if you're happy with this and i'm happy with this so let's just go back over here we can now try and place our camera and you can place it anywhere you want so it gets your project more or less to the center of your screen and you can press ctrl alt 0 until you find the angle that you prefer for your project uh so this is a nice little angle here uh so the background's a little bit messy but i don't really mind for this it's really more about the water and if you're happy we cannot go to our output properties on the right hand side of our tab i'm going to say video ffmpeg video i'm going to select where this is going to get stored and i have a tutorials folder here i'm going to make a new folder and then i'm just going to say water vortex that's fine go into there hit accept and get ready to render so i'm going to go to the top here and your samples make a difference they make a huge difference for the final render so for this i'm going to and here as you can see this quality over here is a 32 samples so i'm going to bump it up to about 300 samples though it will take pretty long to render so let's just say for the sake of this tutorial i'm going to make it 250 samples and then you can go to render and render animation or press ctrl f12 and we'll let that render and once again you know information processing is always different with your hardware so i've got a rtx 3050 which means my rendering goes relatively quick as you can see so it depends on your hardware so keep an eye on that let's let that render and then we'll have a look at our final prod product once it's done okay so our render is finished and if everything went well you should have something that looks like this so it looks very nice and um yeah so that brings us to the end of our video for today uh really beautiful and you know you can play around with it maybe you can make your uh background studio type thing a little bit bigger but it looks really good i like it and yeah i hope you have a great day and i'll see you with our next video
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Channel: VG Leviathan
Views: 6,760
Rating: undefined out of 5
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Id: I5OvRtOvv90
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Length: 20min 39sec (1239 seconds)
Published: Wed Sep 08 2021
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