Chapter 4 - Mantaflow Liquid Basics / Blender

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hi this is ram from cross mind studio and  welcome back to the fourth chapter of mind   of the introduction series in previous chapters  we mainly talked about the very basics of fluid   simulation system and the main principles and only  discuss the smoke and fire simulation parameters   but the today's focus is going to be the  liquid simulations even though there are   quite similarities in the way the both kind of  simulation system are set up but there are few   things specific to liquid simulation that we need  to address today and in the following chapters so   that is what we are going to do today we talk  about the very basic parameters first and then   get into a few of the examples and different use  case scenarios and uh end this tutorial with the   example that you've seen in the trailer for those  of you who are absolutely new to manta flow and   only interested in liquid simulation even to them  i'll suggest that you watch the very first chapter   of this series that that was about smoke and fire  simulation but a lot of things that we might have   discussed over there could still be useful for  this chapter as well and if you are absolutely new   to this channel do check out the playlist section  for different tutorial series we have discussed in   the past and ongoing series and do subscribe if  you want to stay updated for the future updates so i have this very basic uh startup file that  we get so i'm going to make a very basic setup   to discuss all the initial parameters let  me just make this cube really small for   this example now the very quick way of setting  up the basics of liquid simulation is going to   quick effect and click on the quick liquid preset  and this will convert your main geometry into   emitter and create a domain around it now just  so that you understand what is going under the   hood i'll recreate this one without the help  of preset so basically we need two things   essentially for any fluid simulation to  happen one is the domain and one is the smoke   or liquid source so let's create one cube and  place it in the center and make it around this dog   i'll call this one domain and i'll call this  one flow source now in the physics properties   over here i'll assign one fluid properties to  this cube over here and change this one to flow   source and in the flow type we want this to be  liquid so let's make this liquid and select the   the cube that we have made for the purpose of  domain and apply fluid properties to this one   as well let's change this one to domain now make  sure you change this domain to liquid as well   otherwise you won't see anything happening so  as soon as i do that you should you'll see we   have some particles which are emitting from the  volume of this flow source and if i hit play   those particles will fall on the ground and  behave like a liquid simulation i'll just make   background a little darker just so that you  can see what's going on so this is a very   basic uh setup right now there is not nothing much  happening over here and we will detail it out in a   moment so there are two kind of properties one  is when we select the flow source you will see   few properties regarding flow source and if you  select the domain this will give you much more all   those detailed parameters about the look of the  simulation this is where you'll be spending most   of your time when setting up the smoke or liquid  simulation now anytime you play the simulation   this base basically creates a cache for your for  simulation and now you can go back and forth and   replay it but if you make any changes let's say  if i increase the resolution a bit this will reset   the simulation and now this will recalculate  your simulation again but this doesn't work   if you change the settings of the flow source so  let's say if i increase the sampling sub steps   over here in this case it won't reset now to reset  that you'll have to again go back to the domain   and change any of the settings and that will reset  the cache that that was already baked and if you   want to manually bake it just make sure you are  into modular and this way you will be able to   bake your simulation in one go and cancel  it anytime you want and resume it so when   you're dealing with the high resolution  simulations you would want to make it modular   that is much better way of dealing with the high  resolution simulations so i'll make it replay for   now so let's talk about all those basic parameters  for now so the liquid simulation will give you   particles which behave like a liquid and in itself  it's not going to create anything exciting unless   you put some work into the emitter source or  the motion of the emitter in itself water it's   just going to go down like a water and maybe  at some point of time it will become still   for any simulation to look good you'll have  to put some thoughts into what kind of emitter   source you're using the motion of the emitter  and all that we'll get to that in a moment   the first thing i'm i want to talk about is uh the  resolution division i we discussed this in smoke   simulation chapter as well so this  cube over here the domain cube   you see it has this little voxel in the side and  this is basically the resolution of the simulation   and uh the very first rule of simulation is uh  the liquid or the smoke simulation is that you   would want to wrap your domain as tightly as  possible around the simulation and don't make   it unnecessarily so big that the resolution goes  to waste you'll have to keep that in mind that   this this little voxel you see over here this  is a shared resolution and uh let's say if i   want my liquid simulation to be only this much  like uh it falls on the floor creates a little   splash if i want only this much simulation but  for this little simulation if i end up making this big domain then what will happen is all all  these empty areas unnecessary calculations will uh   slow down my simulation and if you  look at over here this voxel size   it also increases in size with the with  the domain scale you may would think that   increasing resolution would solve this it  does but then it's totally unnecessary and   now it would uh the solver will have to think  uh so many more voxels just to accommodate for   such a small simulation so keep that  in mind now if i make this one tighter this will have much more resolution for  our simulation so this is something you   should always think about before starting  a simulation and very carefully set it up   right now if i play my simulation you can  see i have quite a lot of particles being   emitted because uh the voxel size is much smaller  than the emitter size but let's say if i make the   domain much larger like this much and reset my  simulation just shuffle any number this will   reset it there aren't any particles being emitted  because this resolution cube is much bigger than   this flow source let me make it much smaller now  there are only very few particles which are being   emitted because there is not much room uh in  this resolution to fit in this many particles   inside this flow source so it's something which  you will get used to after setting up very few   simulations so don't worry about it too much the  only thing to keep in mind is just tightly wrap   your domain box around the simulation wherever  it needs to happen according to the scene and   that's about it forget this resolution  cube and just focus on the domain size so we have uh this very basic simulation all right  so about the resolution one thing to keep in mind   is the scale of the domain and second thing is  the resolution you can always set it from here   for this i have never went above like around  180 or 256 is the max resolution you would want   to use and so as soon as i make it 64 you'll see  since our voxel became much finer there are much   more particles which can actually fit into  the volume of this flow source so we can see   we have much more particles going on over  here and these particles basically later   will help us generate the mesh for it so  the more particles we have the much more   detailed the mesh is going to be and there are  many ways to increase the number of particles   one is the resolution one is the sampling  over here and one is some time steps and   we'll discuss this one by one the first thing  i want to discuss is the resolution division   and uh so 64 looks like this if i make it 128 it  should give you a really nice detailed simulation   but as you can notice it's much slower but  there is uh everything have much more detail so i'm going to keep it only 50 frames  for now just for the testing purpose and   just to cover all these basic uh things  about the flow source but the resolution   is not the only thing about about the uh  which controls the quality of the simulation   and before i get into any of the other parameters  i want to talk about one more thing which is the   time steps which is i think the most crucial  thing about the simulation over here let's let's   make it 32 and let's see what is going on when the  particles are emitted i'll just make this one 64.   so over here you if you notice even though  we have a particles which are behaving like   liquid but there is a very little information  about the flow of the fluid the right now the   the simulation is only calculating four steps for  each frame it would take a previous four frames   i i think i think something like that for uh into  consideration and and make uh the generate the   next frame and that that is what we see over here  for a really high detailed uh simulation these   basic values sometimes won't really work if you  want to add much more detail into the flow of   the liquid and the overall there is some sort  of uh there is some sort of constraint which   the fluid solve will have uh i'm not sure what  what's the right word for it or what is the   technicality behind it but think about it like  the much more information we can feed into this   solver about the motion of the each particle  then it will be able to generate much more   accurate fluid simulation for us so right now if  we give it only the four time steps then it will   give us a fluid simulation but even then it's  quite basic now you will see the difference as   soon as i increase this up let's make uh this one  24 just just to exaggerate what i'm talking about now each of those particles have 24 samples of the  previous frames and you can see all those trails   generated for each of the particle and you  can actually follow the flow of the fluid   and these particles will later help  us create a much more detailed mesh i hope you can see the difference let  me just play it side by side for you   so over here you can see we can see the trails  of the particles and uh we can actually see   we can read the flow of the fluid much more easily  and these particles forming in the much nicer flow   will help us create generate much better  mesh for it now i don't want to really   jump onto the mesh but just for the sake of  this i'll just make a very simple preview now over here on the frame 35 you can  see each of the waves properly forming   and there is a lot of detail going on  even though it's just a 64 resolution sim   we can see the details of the wave but if i  decrease this to default value the time steps   all those particles will look much more random and  there won't be really like a follow-up motion like   a wave over here you see if i go to the frame 35  that we discussed there is no wave over here and   that's the difference it becomes much  more obvious when you're dealing with   much higher resolution uh simulations we'll  talk about this in a moment and it's also   very crucial for the diffusion parameters so i  don't want to mix it up at this moment and we'll   make use of this parameter when we discuss  further examples so let me just make it 16x4 so these are the most important parameters that  you need to initially set it up before getting   into any of our other properties i want  to talk about the simple stuff first which   is uh the flow source parameter so right now  we're dealing with the geometry flow behavior   and in the flow behavior there are three things  inflow outflow and geometry so inflow is basically   it would work just like faucet let me just reset  this one shuffle these numbers to reset the cache   it will uh constantly pour liquid into the  sea i'll make this cube smaller so that we   don't have so many heavy particles piling up  over here and so we can see the results faster so this is inflow if you make it  to geometry then the particles will   only form within the volume and that  much particle will fall on the ground and the outflow is basically let me let me make  this one inflow and i'll make a duplicate of this   scale it up and i'll make this one outflow so  outflow basically kills the particles anything   that will collide with outflow object will exit  the simulation the use of this you may ask let's   say if you're dealing with a cena where you  have extreme tight close-up and over here you're   focusing on the fluid and anything that exits the  camera you want to kill those particles just so   that your simulation doesn't become heavy so you  can make a outflow object and that will kill the   particles so that's basically what the outflow is  about and there is other way to kill the particles   basically if you select the domain object you have  border collisions over here if you deactivate this   now your particles will not collide over here and  this domain will not work like a tank so it will   just uh exit the simulation over here unless you  have some collision object over here all right   these are the three different kind of uh flow  behavior types and in the sampling sub steps so   sampling sub steps will help you let's say  if you have really fast moving object i'll   make some something like this and let's say if  this object have one key over here and if i make   this object move really fast from here to  here if it goes and it also rotates i think by   default sampling sub steps is set to zero if i've  played the simulation now you see these sub steps   that is because the simulator doesn't have enough  steps to count the motion between for such fast   moving object and if you're dealing with something  like really fast you can increase the sub steps   if i make it like a 4 and reset the simulation  then you will see a much more smoother transition   over here and that's basically sampling sub steps  is about all right let's delete this animation   and reset the simulation and let's make this  cube this large set a key and let's make it   over here so my cube have some motion now it's  going on like this i want to talk about initial   velocity first so initial velocity will give you a  few different uh kind of velocities which you can   use for your flow source let's say i'll make it  32 for now so right now if i play the simulation sorry let me make it smaller   and i'll just make the simulation a little  slower so that it doesn't fill up so fast so right now our fluid is basically just falling  down and it doesn't have any given velocity   in the normal direction or the source direction  our fluid source is rotating and if you want to   use that velocity that is generated by the source  then you can enable this option and in the source   over here you can give it some higher number just  for just to discuss this example and now if i   play the simulation you'll see in the  direction however the this cube rotates   you'll see that velocity affecting our fluid and  right now it's too much i i know i have given it a   really high number let's make it two and reset the  simulation so that rotation will affect our fluid   and you can see these particles  going right now it's taking this turn   and now it's taking turn over here  so all that is adding into the simulation so you can use this if you  want to add detail into your simulation   let's make it three and see the difference so instead of a fluid just falling down it's also  taking the velocity that is generated by the flow   source into consideration and adding that into  fluid uh the liquid simulation so this looks   exciting definitely so i'm going to make this  one zero and now let's talk about the normal   normal velocity so without any velocity  you'll see it's just dropping down uh with   the basic simulation now if i want this object  to have a normal velocity like uh if you go to   the edit mode you can see all these vertices  have this uh this normal and we can use that   to create velocity so if i make this uh  five normal velocity then uh our fluid will   have velocity in the direction of the normal so  all those four normal points you can see over   here in the four corners you can see the  velocity being generated by these normals so i'll just rename this scene to basics  and just in case if you guys uh need this   file file later so these are two different kind  of velocities and uh then after we after that   we have initial x initial y initial z and as  the name suggests this will basically add into   your x y or z direction and let's say if i  make a z direction five then uh my fluid will   as soon as it emits it's just going to  bounce and go to the roof so that is the   initial velocity even the two is too much i  guess i think i'll have to make it around 0.5   to make something meaningful so now the fluid  along with the normals it's it also have a z   velocity which is making it go upwards i'll make  it one and see if if we can see some good results and now we have a normal velocity and   z velocity which is pushing it upwards now  let's uh make it more exciting let's add   2 into source and let's see if we can get  something good out of it so we have all three   kind of velocities working i think it will create  some really nice interesting swirly fluid for us so yeah that's about it for uh the flow the  source parameters there's one more thing about   this that is flow source in the flow source you  have a surface emission right now as you see   the particles when they are emitted they are  emitted from from the volume of this object   but in case uh let's say if you want to add  some more particles to it or if you want to   let's say dealing with a a plane object and the  plane doesn't have a volume in that case you would   want to increase the surface emission over here  and this will basically let let me just make it   one and show you what i mean so now the particles  will emit not only within the volume let's make   it two but around this volume as well and you  can see now we have much more particles inside   and outside of the cube so that's about it  for the flow source and now let's talk about   the domain object i really like this simulation  and i think uh now you can see uh there are a lot   of trails going on over here and that is because  we made the simulation on really high number of uh   time steps and it looks really nice and uh yeah  so i'll save it and let's uh make a duplicate of a   full scene and i'll make this  one domain let's make this one   collision let's talk about collision object  so for the collision object let's make one uh   uv sphere over here it's uh there's nothing  much about collision object it's just that   from here in the fluid properties instead of  domain or flow make it effector and in the   effector choose collision and not the guide so  there are two kind of effector collision and the   kite the collision is basically just a collider  and the fluid is going to uh just collide with it   and if it's a sticky fluid like a with a viscosity  or something then it's going to stick to it and   but the guide is basically let's say if you have  some sort of a ship going on and there are there   are turbines or something if you want the turbines  the motion of the turbine to affect the fluid   then you can use that as a guide and we'll  create an example so don't worry about that   so right now uh i'll just reset my cube's location  rotation and scale and just place it over here   and delete the animation that we created and just  reset it so we have fluid that is emitted from uh   from this cube and since we have the  normal and source velocity going on uh it's   giving us these random splashes so i'm going to  keep it uh it looks nice and i'll just uh decrease   the size of the sub steps just so that we can  see the results faster and increase the scale   of this and let's decrease the normal velocity so  the fluid is basically going to collide with so   this is a very basic uh setup for the collision  there is nothing much going on over here but in   some cases if you ever find like uh some particles  are going through the surface then in that case   you would you would want to add some more mesh to  the partic uh to the collision object so if i if i   want to have some distance um like in this and the  particles so you can add some surface thickness in   the collision properties let's make it point one  so i made the collision to one surface thickness   and now you can see the there is some gap between  the collision and the surface the particles and   in some cases you might would need this and also  there is a sampling sub steps over here in case   if your collision object have some sort of motion  i'll just uh make it surface signature 0 and give   some rotation to the sphere over here let's make  it a rotation r z rotate it in this direction   and let's copy the same key over here as well now  in this case if you want this motion to register   well then you might would need to increase  the sampling substance or let's say if   if it was really fast moving motion that we  already discussed and you want that to register   it then uh you might would have to increase this  number so i'm just going to make it uh zero and   see how it behaves on the default values so as you  can see we have some motion into the the collider   object that will also affect our particles  and if i increase the samples for this one so now that we have much more sampling sub steps  in the collision object you can see all that   rotation that is happening uh in this collision  object is calculated accurately and it's actually   showing into the fluid simulation and we have a  like really nice swirly motion going on over here   so it's a self-explanatory but i just wanted to  give you some examples so that's about it for   uh the different type of uh fluid sources and uh  flow source parameters now let's jump into a few   parameters over in in the domain area so in the  fluid section we have discussed the resolution   and the time steps and uh that's about it after  that we have a gravity and all i don't think you   need to tweak this one unless uh you're dealing  with some really special scene and the time scale   is to control the the speed of the simulation if i  make this one one then the simulation that is the   default speed of the simulation let me just bake  it so this is the default speed of the simulation   you can slow this down let's let's make it point  three now you can see our simulation is much more   slower and the fluid fluid is falling really  slow depending on the the the requirement of   the scene you can just play around with these  parameters the speed of the simulation combined   with the diffusion parameters can actually help  you create something like really viscous and the   thick fluid something like the melting chocolate  or something we'll talk about that in a moment   so we already discussed the border collisions and  uh so this area is covered and after that we have   a few things about the particles simulation  method that is used by manta flow is flip   and over here there's a ratio this ratio will let  you choose between whether you want to use a pic   or flip simulation so pic if i make this one zero  and uh i'll just show you an example so the pic by   default uh on the zero you'll get a less splashy  fluid as you can see over here it's basically just   falling down there are no splashes going on even  though we have velocity in the normals most of the   time you won't be dealing with this one but just  so that you know what the meaning of this solver   is i'll give you this example and so there are no  splashes and it has less energy and i'm not quite   sure the exact words for this one but if i make it  100 flip then in that case the particles are going   to have the full ratio of the flip solver and now  since i made it one it has even more flashy motion   so by default this value is 0.970 and i most  of the time you might won't have to tweak this   i would suggest that you play around with these  settings and see there might be different use case   scenarios for different flip ratios i'm still  doing my experiments with this as well so that   is about the flip ratio the more flip ratio you  have the much more splashy particles will be and   after that we have particle radius so the particle  radius by default is set to 1 and that is what we   have been dealing with so far but you can increase  the scale of the particles let's make this two so this will basically increase the scale  of the particles as you can see over here we   have much more thicker particles than what we  had before and in case you're dealing with uh   some simulations where the particle is kind of a  leaking from the collider object then in that case   you may would want to increase the particle  size but beyond two it just doesn't work so   just keep that in mind and i haven't really  found much use of this honestly so i'm going   to just skip this one for now and particle  sampling you can control how many particles   you want the default value is set to two  but you can increase it maximum to five   and on the five you'll have much  more particles so on the frame one this is the five and if i make this one  one then you'll have much less particles   on the two we have this much three we have  this much so the more particles you have   definitely it's going to detail out your  simulation on the cost of the performance   so keep that in mind and in case you're making  something like a like a crown splash where you   need some more particles in the splash part then  you might would need to increase the sampling   of the particles if you feel there are very few  particles in some certain areas so you can do that   so now we have more particles if i increase this  to five i think we'll have even more particles as you can see we have much thicker bands and much  more particles going on even though we don't have   any diffusion parameters going on at this moment  but because of the time scale factor which is set   to really low it's giving us some interesting  results so yeah that's particle sampling and   randomness is basically how randomly you want  the distribution of the particle so you may   would want to keep it to 0.1 and just play around  with this one if you need i i think it's going to   be really rare case scenario where you might would  need to tweak this one particle maximum like how   many maximum maximum particles you want within  one voxel and the particle minimum the minimum   number of particles within one voxel and the next  parameter is narrow bandwidth and i haven't really   been able to understand this one but essentially  i think this means uh it's more or less   related to the sampling of the particle and if i  make this one one you'll see for each of the band   we have much less particles over here  you'll see all that detail is gone   and if i make it to five then you'll be able to  see much more particles forming those thicker bats   all right so correct me if i'm mistaken about this  i'm not quite sure about this parameter honestly   so i'll leave it to three by  default and uh now let's talk about   the diffusion which is uh the really exciting  part so the diffusion basically lets you define   the behavior of your fluid if it's going to be  water or if it's going to be honey chocolate   different kind of fluid fluids have a different  properties liquids have different properties so   you can do that you can enable this option over  here to gain access to all those parameters which   will let you define the property for the flow  for the liquid so by default it's set to one and   six and if i play the simulation so by default you  get uh the water kind of properties for the liquid   and over here there are a few presets like honey  oil and water and if i choose honey then you'll   be able to see completely different behavior  for the liquid over here it will behave like a   much thicker fluid and splash less and stick  to the surface yeah now now it's splashing a   little less but i think it will be much more  obvious if i make a slightly better example   for this one let me just make the domain this  big and let's move it over here scale this much   all right so what i do is i'll just create one y  location key and assign this a very simple motion which is a built-in function so basically i want  this cube to move like this and amplitude i can   i can slow this down phase  modifier 0.5 and amplitude to 0.5   all right and i disable the  initial velocity on this emitter   and now what we have over here is a basic  liquid that is falling down i just reset   uh i just disable the diffusion so you guys can  see the difference all right keep in mind keep   in mind i'm i'm using uh time steps to 16 and and  eight and uh right now if i make the simulation   this is the default diffusion setting uh it's  basically going to just fall down and behave like   a water so this is water preset yeah behaving like  water and these splashes are much higher so what   i'll do is i'll i can use custom values over here  i can use 10 over here and make exponent like one   so it's going to be like a really thicker fluid  and if i bake this one now you will be able to see   what this actually means so  really higher value in diffusion   uh the lesser the exponent is the much stickier  it's going to get and uh so 10 and one is the   example uh the setting that you would want to  use for a really thick like a chocolate like a   liquid and over here let me just  uh zoom in so you can see it better it's sticking to the surface it's  a moving slowly and there are not   any there are no splashes going on over here and  if i decrease the speed of the simulation this   is going to look even better so i'll increase the  sampling over here just bake the simulation so now   that we have more particles you can see the effect  much more clearly how it's actually stacking   and behaving like actual chocolate combined  with the time scale you can actually achieve   some really good thicker fluid simulations with  this one so manta flow still doesn't have a very   great viscosity uh that that you might  have seen in the flip flip fluids or other   uh simulators and i guess it's uh still work  in progress and there are some work which is   already in development for viscosity i i'm not  quite sure you might have to go to the forum   and check it out for yourself on the development  portal and but i believe there's still much more   work is required for the diffusion  and viscosity parameters so yeah we   have some chocolate dissimulation going on  over here and if i make mesh for this one you will be able to see some chocolate  like simulation yep this looks good yeah so play around with different settings  of the bass and exponent and just see what the   different combinations means just uh study more  about it if you need to you can always press f1   onto any parameter and this will take you to  the official guide and over here you can see   different like chocolate syrup have this this  much viscosity honey have this much you can play   around and put these values into simulator and  just either observe the results but keep in mind   this is working uh because we have time steps set  to like 16 and 8 and it will behave completely   different if i have if we have very less  samples if we have the default samples then the   viscosity is not really going to give you any  good results it's going to just uh yeah over   here you can see we have like it's not actually  sticking to the surface it's just falling down   time steps is something you need to always uh keep  higher for quality results all right because we   have less particles for uh for solver to calculate  the motion of the thicker fluid that's why you   can see uh it's not actually giving you good  results and now i have given it uh 24 time step   time steps and now you can see the there  are much more calculations happening and uh   it's stacking even more neatly all right  so that's about it for the diffusion and uh   the one more thing about diffusion is it's  not just about the thickness of the fluid   it also uh kind of gives it a sticky behavior and  uh just to clarify that i'll make a new example   let me just make a full copy over here i have this  very basic cube this cube have normal velocity of   four and it also have z velocity of 1 so basically  the fluid is just going to just splash up so yeah   that's about it and the viscosity the diffusion  is enabled i just want you guys to see something   it's not just uh the thickness of the fluid that  you can simulate with the viscosity you can also   sticky behavior like the fluid is going to get  sticky behavior with these diffusion parameters   so right now you can see the fluid basically  bounces up and sticks to the the surface that   is on the top and falls back down now if i just  play this one you can see it's a kind of sticky   now this will be much more obvious if i give this  uh let's say some more velocity and uh let's give   it some uh surface tension uh it's going to make  the overall fluid a little bit shaky all right i think i can increase the normal velocity  more maybe to 10 let's shoot this up all   right i'm going to bring these samples down just  so that we can iterate much faster eight and four so you can see uh it's just sticking to   the top surface that's because we have diffusion  enabled now if i disable the diffusion then it's just going to behave like water it's  just going to bounce up and come back down   and uh let me just make one collision taurus  over here and make this one effector collision   let's give it more more velocity in the normal  direction and more surface tension over here so now you can see the fluid is sticking  to the top wall and this collision object   and this shaky behavior that you see  that is because of the surface tension   now if i increase uh the samples to 64 and uh if  i make uh normal to 25 the normal velocity so so   that we have some crazy splatter going on then  we should see something really crazy over here so it's a really sticky surface and you can  see there are few samples over here here yep so this is a very interesting example i'm  just going to make a full copy of this and   let's let's make it even more wide and uh let's  make it uh sorry let's make the z velocity to   10 and let's see what what happens   yeah now we have like a big splatter going  on and i really like this i i think it's a   it's a really cool effect and it's going to  stick to the top surface or any collision   surface because of the diffusion parameters  so after that we can just measure it   yeah so that's about it for the diffusion and uh  i'll just make one more really cool example out of   this i just i kind of like this result so i just  want to play around with this a bit more alright yeah so what i what i did was uh basically i made  the z velocity less so that it moves more in the   local direction of the normals instead of just  going up and just sticking to the upper roof so   now we have a slightly different splatter going on it kind of looks like a web yeah so this one  is going to stick to this surface and we have   really cool looking results all right so that's about it for the diffusion part and  i think now we can uh just talk a bit about   the mesh part we talk about the particles in the  next chapter there's nothing much to it but still   it would take a completely different scene and  prepare it carefully so by default the particle   radius is set to two and a press is set to two  and uh if you if you bake the mesh with these   this is what you get and uh if you zoom in you'll  notice your particles are much uh much smaller and   the mesh is kind of blobby and uh it has a gap  in between them and it's because our particle   size is uh set to one in the simulation but in  the particle in the mesh it's set to 2 but if   i want to uh pack it really closely i'll make it  one over here as well now you'll see a much finer mesh which is uh wrapping really close to  the to these liquids all right so this is   not a really great example to discuss uh the  particle meshing i'll just go back to the the   collision scene that we made now there are  two aspects about the meshing part one is uh   setting up the the mesh parameters over here and  the second thing is uh detailing your simulation   in a way that it will help your mesh so  eventually your the mesh is only going   to wrap around the particles and if there are  no particles then there's not going to be much   uh and it's going to be a really dull looking  mesh all right so if i enable the mesh into this a pretty decent looking mesh wrapping around  it and that's because uh the over here uh   particle radius is set to one now  if we make it to default value   then in that case in that case it's  going to look like a very blobby mesh   which is uh nothing close to the actual simulation  over here you'll see so much gap that's because   the mesh is calculating each particle's  radius double of the actual particle radius   and in some cases uh if your simulation if  your mesh is ignoring a lot of particles then   then you can keep it to 2 but otherwise i often  find it too much so either at least make it 1.5   and this should be enough uh i think i can make  it even lesser 1.2 give you a much tighter mesh   around your actual simulation over here you can  see now there is a very less gap and it looks   uh there are very fine strands uh splashes that  will that looks less blobby and much more defined   you can also make it one but in this case it might  would ignore some particles so what you can do is   you can also increase this resolution actually  this is kind of risky for a larger for larger   sims it could get really heavy this will  help you pack more geometry around each of   the particles and over here you can  see if i make this one one then uh   i have uh like really flat geometry going around  these particles it's not really actually taking   a nice shape around it if i make it three then  it should make some better yeah it's not quite   good but at least it broke broke it down into  multiple chunks and these parameters lets you   smooth out some of the negative and positive  uh areas and i think leaving it to default   should be fine but feel free to play around with  this one and uh these these two will help you   like if you have like too much of uh concave holes  going on which you want to fill up then you can   uh use these parameters over here so it's  self-explanatory and there's nothing much   to discuss about this over here all right and  once you are done with the simulation uh it's   not going to render the particles in the render  but in case in the viewport if you want to find   it distracting you can also you can always disable  liquid from here and this will give you only mesh   and not the liquid and let's say if we make it  four i hope it doesn't get too much but this will   give you a very nice tightly packed dense mesh  good enough to accommodate a lot of particles that   were left behind yeah in this case i think if i  can increase the particle radius to one point 1.1 so that's about it for the meshing part there is  another tutorial that we discussed in the past   which was about cgi for product advertisement and  we remade the month of flow section a few months   ago there are a few things uh we discussed in that  particular scenario so you can go and watch that   chapter as well all right guys so i think we are  done with the meshing part as well now let's talk   about the guides and after this we are going to  make example that we see in the trailer so i'll   just make a new scene and for the guides uh i have  this very basic scene set up so the way the guide   works this basically any any other object in the  scene that you want to use the velocities from   you can you can do that with the guides let's  say if i have uh this this cube over here and there's a another key let's let's  shift this animation slightly ahead so that   it happens after the fluid is uh settled now on  this one i'll apply fluid physic properties and   choose the effector so far we've been dealing  with the collision now let's make it guide and   over here you can see velocity factor now how  much velocity you want to drive from this one   let's leave it to default but to use this guide  what you need to do is enable the guides from   here in the domain setting as well and from the  drop down velocity source we are going to choose   effector we we are not going to talk about  domain at this moment it's a really complex thing   so let's talk about effector and now it's  going to calculate all these effectors while   calculating the sim so since our playback is the  cache type is set to replay then it's going to   calculate everything simultaneously in  case this this is set to modular then in   that case you'll have to bake your guides first  after that you'll need to bake your simulation all right so i'm going to change  this to modular and bake the guides   all right now the guide is baked now let's make  the data all right so now if i play the animation   you can see first the liquid settles down and  when the the moving object passes through it   all that velocity that is being added to this uh   the domain with this effector is actually  adding to the motion of the fluid now you might would think this is possible with  the collision as well the difference is it's   not actually colliding with it it's a it's not  really creating a boxy collision shape around it   if this was a box then my particles  would form around the box and then splash   and that is a different thing and this is  not exactly the same after this you can also   control how much velocity you want to transfer  transfer from this one all right so that's   about it for the guides and i just want to  give you one more example this was about uh   passing an object through it but we can  also use guides uh guides velocity even if   it's not passing through and fluid and for  that i'll give you another example i have   a different scene set up and just for this  purpose so in this uh if i isolate these two   in this it's not actually passing through an  object this uh turbine is kind of rotating and   this is set as effector and guide all right and i  did the same thing i baked the guide first and i   then baked the simulation and see even if it's not  that even though it's not touching the the liquid   it's just adding velocity within this domain and  because of that you can see it's generating a wave   so you can use this for uh like let's say if you  had some hovercraft or some uh something running   on top of the water and you just want the velocity  from that the turbines or the objects to affect   the waves of the simulation that that you can  do with this all right i hope it's clear and uh   so just play around with all these settings it's  really fun thing and uh like i said the simulator   in itself is nothing much it's just going to give  you dead drop water and you'll have to detail out   things to create some exciting effects now it look  right now it looks way too splashy i can decrease   the velocity factor and then after this keep in  mind i'm using modular cache type and because   i i don't think in the replay section replay mode  the guides were working properly now you'll see   a much lesser velocity being transferred into  the domain so it's not splashing all the way to   the top because we reduced the velocity factor  from this one all right guys so that's about it   and uh now the rest of the parameters are uh only  about the caching collection like if you want to   use multiple flow sources and the effectors you  can always make collections out of it and use it   over here and in the cache type you can just uh  assign uh choose a folder where you want to save   your sim and there are different kind of uh cache  modes and openvdb is a good one use that and over   here in the field weights you can uh if you have  four speeds going on in your scene you can adjust   the influence of those force fields over here yeah  so we haven't really talked about the force fields   and i'll do that right away full copy turbulence  force field now unlike the previous simulator   force fields work with the liquid simulation now  and if you bring one uh turbulent force field over   here let's uh assign some limits to it and let's  make it five all right and place it over here   i'm going to just uh animate this one let's uh  assign location over here location and pass it   through the fluid and bring it over here location  if i bake the data then you should be able to see   the effect of the force field now over here there  is no influence of any field and as soon as this   moves inside the domain and interacts with  the fluid you'll see some nice curls going on   and affecting our fluid so you can create some  really exciting uh effects with this combining   force wheels so that's one more thing and also  keep in mind you can always animate any of these   properties like uh now most of these properties  are uh animatable let's say if you want to animate   at which point the emitter should uh throw in the  the liquid then you can key like over here you can   see i have these uh at the frame number four i  pressed i over here and uh this enables the key   animation key and over here i turned it off and  pressed i so you can see the key over here and   uh you can also like the velocities you can uh  animate you can also enable in fact i think you   can enable uh animate the diffusion parameter  as well like let's say if you had something uh   sticky at first and after that you want it to drop  down then you can just uh animate the diffusion   parameters so all that is like really fun stuff  i'm going to make a full copy of this again and   now if i change this to let's say vertex i'll  rotate this one over here in this direction   now if i free the sim and bake it again all  right so now we should have a vertex motion   in the fluid i'll just bake few more frames so you  can create some nice waves with this and combine   multiple uh force fields and create something  really exciting so that's about it for uh for   the basics of liquid simulation and now what  we're going to do is uh we are going to create a   very basic scene which you've seen in the trailer  make one scene around the suzanne model and pour   some gold on top of it so it's gonna it's going to  be very basic same i don't think we are going to   discuss anything out of uh other than what we have  already discussed so just for fun just so that you   have something to look forward to and make some  nice render out of it feel free to explore some   other example but i'll just conclude this chapter  with suzanne seed all right now let's bring one   suzanne over here rotate this around like this and  rest it on the floor so let's go to the front view   yeah this looks good i'll apply a subdivision  surface and i'll also make a copy of this and   place it over here let's make one camera ctrl  alt 0 and now let's frame our scene around it   something like this i want to compose my scene  around it and uh for that what i do is uh maybe   if we can bring this one closer to the camera  and face it over here something like this let's   move it down move the camera down a bit so we have  something in the foreground and in the background   just to add some depth to the scene that's about  it so on this one i'm going to add fluid physics   properties and make it into effector collision  and give it some thickness and i'll ignore   uh hide this one for now and on top of this i'll  add one cube instead of one flat cube throwing   in the liquid i'm going to make it a slightly more  detailed i'll make multiple small chunks like this   and uh i mean the emitters of different uh  different so that we have some variation instead   of just a flat cubicle particles falling  on top of it and now what we can do is uh   bring one empty let's make it circle r 90 x move  it up over here and let's parent these emitters to   this empty over here what we'll do is let's  change this to animation we are going to animate   this empty let's uh move it over here go to the  frame 35 or some other frame move it over here   so that we have a motion in the liquid and it  looks like it's moving and uh something like   boring and instead of just a flat lines  it will add to the motion of the fluid   to this i'll add a flow and make this one into a  liquid and make it inflow what i'll do is i'll add   a key to the to the surface emission now what this  will do is if i go to the graph editor and add one   modifier which is noise now this surface emission  value is going to animate now the reason behind   this is instead of always uh liquid always falling  down in the constant thickness like whenever the   surface emission increases it's going to give  us more fluid and whenever it decreases it's   going to give us thin lines so it's instead of  flat lines our fluid will be something like this   so that's the reason for doing this i just want  to add some variation to it sorry strength yeah   all right and maybe few more smaller pieces over  here now let's add one cube around it and make it   just big enough so that it doesn't really  adds too much of too much into the scene i'll move my emitter upwards just so that it  doesn't shows up in the camera yeah that's about   it now let's give this one domain and uh leave  it to 32 for now let's increase the sub steps and   give it diffusion sorry this should be liquid  enable the diffusion make it around 10 to let   let's animate this and see what's going on i'll  make it modular and big the data so we have some some simulation going on and as you can see  it kind of looks like it's uh it's start it   starts and it stops and the reason behind that  is because we have animated the surface emission   over here and right now it looks too much i  mean it uh it looks too thick and i'm going to   decrease the strength so over here  it looks really thick i mean it's 1.3   so let's make it 0.5 or something and also it  seems like there is not much liquid being emitted   from inside of these cubes now to solve that you  can just give it a very minus z velocity 0.01 i   think it should solve our problem when emitters  are very small the liquid kind of gets stuck to it   so you might would have to give it  some z velocity okay i'll just disable   this noise for this moment so that i can see  how much liquid is being emitted from the   volume because it seems like there is no fluid  emitted from the volume at this moment yeah   you can see it's a very few particles so to solve  that we can increase the resolution because it's   a very small tiny liquid source now this should  give you a liquid from the volume and now we can   enable we can enable the noise in the graph  editor and let's bake it and see what's going on   now before that i'll also slow it down to 0.5  all right and increase the substep to 16 by 8   and bake the data all right i have very few frames  baked at this moment but what i've noticed is uh   the noise value that we are given given into  the the surface emission is not quite subtle   it's uh it's too much and uh and it's happening  it's happening too frequently so because of that   it's there's too much of wave going on and i  want to stretch this noise something like this   so that it's not too noticeable but very subtle  and decrease the strength to one now let's bake   it again alright so we have some simulation and  it looks something like this honestly it's better   than what i had created for the trailer because  after the trailer when i started studying uh the   time stem time steps value and all that i found it  very useful i wasn't quite aware of the effect of   the time steps in the liquid simulation this looks  nice but what i'll do is i'll provide this file uh   whatever examples we have discussed so far if  you if you want to revisit these these examples   leave the file on the gum road all right there are  few things i might would have to tweak one is the   speed and for that we can decrease this number  time scale and second thing is uh these bands   look too thick i think i i can tweak this emitter  down a bit let me just make this one smaller and   this variation in the thickness you see that is  because of the noise that we have given in the   surface emission i'll just decrease the time  scale to 0.3 and i also want to make sure   like the fluid first appears on top  of this and after that it goes on the   right instead of in the back because that  wouldn't really be visible in the camera so i'll just scale it down overall in the emitter  yeah this looks good and z location i think i can   bring it down a bit because it's not visible  in the camera anyways i'm working with a graph   editor because it's an animated object so i  hope you guys know how to do that in case you   don't know it please watch the introduction  series all right i'm going to bake this one   and uh come back in a moment all right guys so the  simulation is done and this is what it looks like   i think this works quite well and in the camera  i can see it's falling in the foreground where   which is visible in the viewport and there are  still few things which i might would want to   tweak a bit but more or less i think it's working  fine so what i'll do is uh i'll just make few more   tweaks and i'll rebake this entire simulation  on 128 resolution now just so that you can   see the preview this is what what this one  looks like with the with the mesh so once i   bake this entire simulation on 128 i think it  will have much more uh detail in it and i can also   increase the resolution of the mesh by one one i  guess so more or less we are done i just want to   make a few more tweaks and i don't really want  to drag this chapter much further i hope you get   the idea so i'll just get back with the final  results so see you in a moment all right guys   so here's the final file and uh this this  is what the final simulation looks like   as you can notice it it looks much more tighter  the mesh is wrapping around pretty tightly and   after doing a few tests uh initially i baked  it on 128 then i realized the mesh was still   looking a little thicker and there were a few  very few particles so i pushed the resolution   even further i made it 256 resolution and  this took me around four to five hours   around uh something around that time to bake  the entire simulation now one thing you mean   you may have noticed over here is i reduced  the time steps now the only reason behind this   was to uh speed up my simulation but if you  notice this have slightly less interesting uh   motion to it it's it's a i think this motion can  be improved if we utilize the time steps so some   somewhere between 128 to 180 resolution also works  fine and i i just don't want to bake more and drag   this tutorial for further i think uh right balance  would have been around 180 resolution and uh eight   by four time steps or something like that you guys  can try it out and let me know what is the right   balance you find and i think this looks pretty  good it's wrapping around pretty well it's taking   the shape of the head of the susan i can see  the silhouette from here if i isolate the fluid   i can see the nose and eyebrows and everything  so it looks good so this concludes our tutorial   introduction to the liquid simulation  is complete over here and uh if you are   here only for the simulation part that's all we  have for today but for those of you who want to   render it further and make something uh some good  output out of it then we are going to talk about a   bit of a render set of that that we have done for  the trailer purpose so the first thing i'm going   to do is we have we already have a camera and  one more thing if you notice over here is there   are two fluid sources now i added a few more uh  boxes in the front which are pouring fluid on this   susanne this is just so that we have some more  interesting elements going on in the foreground   and it's not just one suzanne head which is the  center of the attention for this what i did was   within the same domain i extended the domain  and i added a few more emitters over here and   on on these emitters if you see we have animation  keys and this and this emitter activates around   frame 50 if you notice over here that's the only  thing i hope you already have the idea of what all   is going on we discussed so many examples so this  shouldn't be a big deal for you all right so let's   set it up for render the first thing we are going  to do is uh make sure we are using the cycles   render so i'll enable the cycle render over here  and since we might be using displacement for this   so you would want to use experimental feature for  this and a cpu gpu that is totally your preference   so so i'll add a background plane to this first  i'll add a plane over here and go to the edit mode   let me just enable the screencast if you guys need  it let's extrude the this one in z direction and   make it something like this ctrl  b and this will give it a bevel and maybe you may would want to rotate this   and make sure everything is  filled up in the background so for the visual i want this to i want this to  look like uh some sort of ancient temple like   some old ruins where all these suzanne models are  just lying around and weathered and everything   have some sort of uh very ancient look like very  dull materials after that we pour gold on it and   that element um also merges in the background  on the black shader and everything kind of   starts morphing into gold so the setup is quite  simple there are only two materials one is the   gold and one is the black material and we are  going to kind of mix it up with one texture that   i'll provide the link for which is actually from  uh textureheaven.com all right uh so let's make uh   the main two shaders first i'll select the suzanne  head and uh just enable the render preview over   here let's bring some test hdr so that we can see  some stuff in the light so over here i have a very   basic principal vsdf i want to make this one into  a black material let's just make this color black   maybe we can give it some sheen and some  endoscopic and reduce the roughness of it   something like this that's about it and this  is the black material we need for our purpose   and let's make one more material which is going to  be the gold material and for this i'll just bring   some golden color over here and let's increase  the metallic all the way and that's about it   we'll uh we'll improve these materials with some  sort of textures later so don't worry about it   too much so these are the basic two materials  now what we need to do is uh make it look not   so basic we are going to bring some texture in  this one i'm going to use displacement for that   and the reason behind that is if you have seen on  the opening shot there is a lot of displacement   going on and uh there are kind of creaks which  are like golden and black materials mixing up   we can basically use displacement to bring some  roughness in the ground make some rocky looking   shapes all right so i'll just add a displacement  over here and plug this into displacement and make   sure in the materials displacement is enabled over  here by default this is set to bump only so you   can change this to displacement and i'll isolate  this this model so that we can see the previews   faster so right now it looks messed up so i just  uh cancel it and bring a image texture over here   let's bring one texture image texture and let's  open a texture that i brought from hdr heaven and   from this pack i'm going to use this displacement  material over here i'll plug this one   into the height make mid level 0 and the scale  2.4 all right now plug this one into displacement   and this will make the entire model look like a  bit rocky and rough now if you want to actually   use this displacement to deform the geometry then  you would need to use a the subdivision surface   modifier on this one after that you would need to  enable the adapter and this will actually deform   your geometry and give you rough edges like over  here all right so but i honestly didn't use uh   the true displacement for uh the susan head  but i only used this for the ground and the   top part so i disabled this i don't really need  this one i think uh without the displacement   this looks just fine so this is the main  ground and the suzanne material after this   we need some sort of roughness in the material of  the gold for the golden material over here we are   going to break it down with some roughness we are  going to use procedural material for that so that   we can animate and simulate like uh in fact the  texture is actually moving with the gold so let's   bring one muskrat texture and pluck this one into  roughness i'm going to bring one uh let's bring   another texture which is going to be noise texture  and plug this one into the vector of the mass   grave and let's bring up one more noise texture  and let's plug this one into the vector of the   must grave into the noise section all right we can  make this one into 40 and 40 and that way we can   animate these values and now if you press ctrl  t this will give you texture coordinates and if   you move the z value then this will look like  as if the texture is moving along with the gold   so we we are going to animate this value later now  if we preview the entire material this is going to   look like something like this now if you feel like  just changing the contrast a bit you can always   use brightness contrast a bit so i think this  looks fine and there is nothing much though   but this is it's better than  the basic material that we had something like this all right so  just play around with the texture   size and the different values and  find the right balance for you   this one is our gold material i'll rename this one  to gold and rename the suzanne head material to   black material okay so i think pretty much we are  done we just need to add some lights so i'll give   you a breakdown of what is going on with the  lights so for the lights i added one backlight   which is actually throwing light from the back  over here and this is a very simple point light   with with a very high intensity you can see over  here i have this light which is shooting from   the back let me bring one uh top view over here  so you guys can see the placement of the light   so this is the uh main backlight which is creating  some sort of rim around our suzanne head and there   is one more backlight which is kind of filling in  the empty areas on the right and adding some more   rim over here and into the code we can see some  more brighter areas for the front i used uh two   lights one is a still light and one is an animated  light the animated light have some sort of a very   basic motion and because of that the shadows kind  of move and this was kind of uh adding into the   scene so i kept it that way so i'll just show  you the fill light first this is the fill light   let me just show you the effect of this so this  is the fill light all right filling in all these   right darker areas so the intensity is like mid  range over here like 500 over here and this is   lesser than the main light which is shooting  from the back and then there is an animated   light and this light is placed quite closer to the  ground and the intensity is very low for this one so you can see where all this is effecting and   if i bring the animation timeline over  here you can see this have animation and the light is actually moving just to  just to show you the effect you can see the   shadows traveling over here these shadows  change the direction when the light moves   so that just a secondary animation for a bit of a  detail so that's about it this is the full setup   of the sea now the only thing we need to do is  we need to add some sort of gold into the black   material as well so right now we have black  material and gold materials what i wanted was   as the gold the liquid is pouring down some of  that gourd is actually emerging over here and   here and blending into this material and as you  have seen in in the trailer the shaders kind of   look animated the mix value of these two shaders  will change and animate so i'll just show you uh   what i mean by that so let's just grab this gold  material copy this shader just these two nodes and   grab the suzanne head and paste it over here so  we have one black material and one gold material all right now we are going to mix  this one with the the mix shader and whatever values we are using the  displacement these uh these values   we can use these as factor to merge these two  materials so let's uh take the very same texture   and plug this one into the  factor of the mix shader   i'll isolate this model so that we can see effect  better so right now the this texture is kind of   gray and uh to actually make use of  this we need some more contrast so that   these materials are not really just going 50 50  and there is good contrast in it so for that i'll   bring one brightness contrast and plug this  on into this over here so let's make this 1.5   and uh let's increase the contrast yeah now  we have some stark black and white values and now let's just multiply these values a bit and now we should see a stark combination of black  and gold let's swap these two materials yeah so as   you can see when i increase the multiply this adds  into the gold over here all right and you can also   decrease the contrast if you want to spread the  material more on the surface of the susan head   and if i bring everything back you'll see how the  same material is also affecting the background   so that's about it this is the whole setup now  the only thing we need is uh we need to render   out from multiple camera angles the sequence  that you've seen first i wanted to basically   introduce the two materials black and gold  so it's sort of like a fountain the opening   senior scene it's like the gold is dripping from  some sort of creeks so basically i used the same   plane that you see on the ground over here and  i increased the displacement value and applied   subsurface division on this one so so  that we get those tall displacements   i'll just show you the file in in a moment  but first i want you to discuss the few shots   so this is the main establishing shot that we  get after the opening shot all right once you   have this one uh what you can do is uh you  can just make multiple copies of the camera   so let's make another camera copy and this one we  can choose as the gold pours down we can also get   into some sort of different close-ups so i like  this camera angle over here and i'm going to   decrease the the length of the depth of field  and for this i'll bring one empty over here and assign this one into camera all right so  this was a for the close-up shot and uh there   was another shot which was somewhere over here  so i brought another empty object over here let's   bring one empty object over here and let's choose  this one for for the focus and in this case rotate   the background other way around so once you have  the main shot the rest rest everything else should   be quite easy we are just rendering the same  sequence at the different moment from different   camera angles and one of these shots were in  the extreme close-up of this portion over here yeah something like this so this was one of the  other shot and then there was one shot about   just these uh golden lions pouring down and one of  the other main shot when uh which actually covers   this from the top over here uh basically  what i did was uh as the camera animates   i animated the value of uh this material i made  a duplicate of this uh black material as we move   forward in the animation the gold kind of takes  over yeah here so the gold kind of takes over so   this is the default material  and when the camera moves   more towards the right i animated these values  so we see more gold in the background all right so that's about it guys this is the whole setup  i have multiple cameras and after that the only   thing you need to spend some time is think  about the music and think about the edit so   think about how you want to lead your entire  sequence like the main idea over here was this was   some sort of uh ritual okay it's like these  ancient uh suzanne models are just lying in   into ancient ruins and as we hear the music  the music goes on it's like some sort of   holy ritual going on the music kind of gave me  wipes off it's like healing something so i know   it's kind of over dramatic for us for a simple  suzanne tutorial i just kind of forgot this good   vibe so i just went along with it so you you feel  free to explore more ideas you guys have this is   just a fluid simulation tutorial i didn't really  want you to narrow this down to just one idea so   this is just to give you a hint and make this  tutorial a little more fun than just a splash   tutorial all right yeah so the opening sequence  uh i'll just open uh the other file which i have   so for the opening sequence i kind of did the  same thing it's uh these rocks have quite a   basic black material up with a bit of golden hint  what i did was i made these boxes into collision   now just to give you a hint i basically  made one cube over here and uh just extended   i i this is just for beginners i i don't  think there's anything much going on over here   subdivisions and after that you can just  smooth this out with proportionate editing move these edges downwards and just give it  some bevel so that we have some sort of a   path for for the fluid to follow so over here  i have two emitters this cube activates around   frame 120 and this cube activates around the  same time and both of these are throwing fluid   and which is actually the gold material   and these will follow the part of the mesh so  if your mesh doesn't have any concave material   then uh fluid is just going to drop it from  the sides if i go to the frame number the 110   or something like early frames you see these  kind of like icicles how the icicles freeze   uh in the mountains so we have golden and  black material over here which is uh kind of   forming these vertical uh rocky looking shapes all  right and from here it leads to the golden this   fluid pouring down and after that we can cut to  the other five so that's about it and for this one   to work just make sure you using the subdivision  surface let me just bring some other hdr   yeah so i have subdivision surface applied over  here with adaptive enabled it's the same material   and it's just that the displacement is kind  of i increase the level of the displacement so   over here you can see we were using 0.4 before so  this was the ground material and now we using 3.6 so this is just a very quick job i mean uh it's  just for this tutorial guys so nothing too fancy   over here just that you need to put some thoughts  into it so that's about it guys this concludes our   tutorial and i hope you guys enjoyed it and do let  me know what you guys are working on what kind of   scene you are making around the liquid simulation  and it's not always necessary but i find this   practice very good and this especially for  beginners whatever practice you're doing even if   it's just a small model or small simulation just  don't make any rough experiments i mean you can do   early rough experiments but eventually try  to build a small scene around it and render   it out because whatever we are learning all of  that is for animation purpose and it's for like   for telling stories so whatever you're making if  you put some little more thoughts into it however   basic it is give it some meaning and you will feel  good about it and it will have it will look good   and when you're thinking into a context your  your thought process will be slightly different   you will have an objective and aim to meet all  right so keep that in mind and have fun with it   i look forward to seeing your results tag me  on instagram with instagram and share your your   simulations and your post with me and for those of  you who are new to this channel please subscribe   and let me know in the comments what you find  useful what doubts you have and in case you get   stuck at any moment please detail out your comment  and don't just post i'm stuck at this moment and   uh i don't know how this works i won't be able to  help you in that situation just post a video or a   detail out your comment like i was following  these three steps and after that i see these   results i don't know what is going on and these  are the details of the scene okay in that case i   i will be in the better situation to help you  out i'll try to be responsive as possible also   the next chapter is going to be about the fluid  particles where we make a wine glass and like   wine or beer or something like that and make form  on top of it with the particles and uh this is   this is what it's going to look like and the later  chapter it's going to be about using particles   with the liquid simulation so using those to make  a rain with the liquid simulation all right so   there might be few more i'm not sure i'll see if  i come up with some more ideas i'll share it with   you guys and this file what you see over here this  one and and this file and all the other examples   that we discussed earlier however small those  examples are i'll keep those files in my gumroad   account and because some of you are have requested  that i should post my project files sometimes and   this i guess i can share so you guys if you want  to revisit it or if you want to just play around   with within the same file you can download it  for from my comrade account it's not for free but   it's very cheap just in case all right and also  i'll try to post the chapter number six for the   animated content creation series by coming week  and uh that's about it guys and i know a lot of   you have been waiting for the explosion tutorial  i just want you guys to know i think it's just   around the corner i just wanted to be sure  about a good method of creating explosion   and not do like a guesswork or like a give  you something which you wouldn't be able to   apply on every scene so i i'm just trying to build  a strong foundation for the explosions like what   are the concrete steps you need to take and so  i'll post it as soon as possible i look forward to   see you guys around in the further chapters  as well do enjoy your day do practice hard and   share your results share this channel with your  friends your colleagues give it a thumbs up if you   liked the video i'll see you guys in the next  chapter thank you good bye have a good day bye you
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Channel: CrossMind Studio
Views: 105,828
Rating: undefined out of 5
Keywords: Blender, 2.9, VDB, Liquid, Simulation, Physics, Dynamics, Mantaflow, Basics, Tutorial, Beginner, Blender liquid, Blender Splash, Blender fluid simulation, Particles, Blender Open VDB, Free Blender Tutorial, Crossmind Studio, VFX, Blender VFX, Blender Dynamics, Blender realistic simulation, molecular, particle nodes, Ocean, Fluids, Force Fields, Blender Advance Simulation, Melting, Sticky Fluids Simulation, Viscocity
Id: fuuKOFLmg3U
Channel Id: undefined
Length: 91min 11sec (5471 seconds)
Published: Tue Sep 15 2020
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