Create Realistic Water Trail Using Dynamic Paint & Ocean Modifier Together In Blender Eevee & Cycles

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
in this blender tutorial we will learn how to use ocean modifier along with dynamic paint with this technique a ship can interact directly with the ocean water and we get a water trail like this behind the ship so let us get started with this scene where we have added a simple ship model we will first create an ocean here so go to the add menu and add a plane to convert it into an ocean go to the modifiers tab and add one ocean modifier we will go with the default values but let us change these two resolution values to 12. then expand the wave section we will change the scale factor to 0.5 and under the section called spectrum by default the turbulent ocean is selected you can definitely use this option but it will create a lot of waves all around the ocean which will interact heavily with the dynamic paint so it will look better if we use an option like established ocean or shallow water and to animate the wave pattern we need to keyframe and animate this time value so let us keyframe this then go to the last frame we can change this to say 10 and we need a keyframe here as well this will have a bezier type interpolation by default with a slow start and a slow ending but instead of that we want to give it a simple linear transformation so we have to go to the graph editor from here then on this curve right click here and we have to change this interpolation type to linear then we can go back to the viewport and start the animation from the very beginning we can see the ocean simulation as expected now we will also add a dynamic paint physics so that the ship can interact directly with this water so let us stop this and go to the first frame then in the physics tab we have to enable the dynamic paint this type field should be canvas and we need to add a canvas for the next step so this is our canvas surface and we need to change the surface type to waves we will go with all these default options let's then add one more surface to this we're going little fast here because we have created a detailed tutorial separately for dynamic paint and there is also another tutorial on ocean modifier in blender you can watch them if you are new to this the links are given in the video description below so we have created two different surfaces for this canvas for this first one the surface type is waves and for the second surface the surface type should be paint and for this surface we have to enable the spread option under effects let us then expand this we will reduce the speed factor to say 0.3 this actually determines how fast the spread effect moves on the canvas once a displacement starts happening we will see this in action later let us first complete this part in this output section we can see two vertex maps we need to click on these plus buttons to enable them this will create two entries in the color attributes as we can see here we will discover how to actually use them but before that we have to enable dynamic paint also for the ship so select the ship and go to the physics tab enable dynamic paint here but this time the type field should be brush we have to then add a brush and we're good to go with these default options now we have to dip the ship slightly under the ocean water so let us push it down a little bit in the z direction or in the object properties we can directly enter a value like 1.5 and we also need to animate the ship from one end to the other so for frame number one let us take the ship to this end of the ocean and we need to keyframe this y location then go to the end of the animation and let's move it to the other end like this we need to keyframe this as well so we are done with the physics and the animation part if we now run the animation we will see that the ship may be interacting with the ocean water but the interaction is not quite visible we don't see the kind of water trail that we expect here we can make it visible by using the color attributes we have to first click on this arrow button and then select this attribute option now we can see a white trail behind the ship as it should be so it proves that the dynamic paint physics is working the water trail is created by the dynamic paint let us run it from the beginning in this attribute display mode we can see the vertex color attributes created by the dynamic paint we have to utilize this attribute color to create a suitable material so that the water trail gets visible in the output so this method depends a lot on appropriate material setup let us stop this and switch over to the rendered view mode then select the ocean and go to the materials tab let's create a new material now we have to customize this ocean material through shader editor so split the screen like this with two views side by side and we need to open a shader editor on this side right now we have a principled bsdf for this default material we need to manipulate this base color part so go to the add menu and add a node called color attribute here in this drop-down list we can see two maps the same two maps that are created by the dynamic paint we can see them here as well under the color attributes so out of these two let us select the wet map and we need to connect it to the base color input of the principled bsdf as a result we can see that the ocean has got a distinct color for the water trail behind the ship as expected so this way we need to set up a material that brings out the effect of the dynamic paint but this is only a basic setup we need to further improve on this material we need to add some noise textures to create foam around this water trail it will then look even better and more realistic so a lot of fine tuning needs to be done here to develop the final node tree from this elementary setup and we will get a material like this here you can pause the video and note down these note details we have used two different color attribute notes together and we have also used two noise texture nodes and this entire setup is then directed to the fac input of this mix shader node which is adding these two principled bsdf this one is for the ocean color and this is for the foam or the water trail you can customize these nodes as per your requirement it is just an example with this node setup we will get a material like this as you can see here the water trail behind the ship looks nice and realistic due to the use of a noise texture we are almost done with this let us run it once from the beginning so you can use dynamic paint with an ocean modifier in this way and the object will interact nicely with the ocean surface let us look from the top you can customize the settings for the dynamic paint or the ocean modifier if you need more water displacements you need to dip the ship further into the ocean we can now render the scene and get the final output so that was how to use dynamic paint with ocean modifier i hope you like this tutorial stay tuned for more such stuff thanks for watching and don't forget to subscribe to this channel
Info
Channel: 5 Minutes Blender
Views: 24,523
Rating: undefined out of 5
Keywords: Blender 3.2, Blender 3.1, Blender 3.0, Blender Tutorial, How to use blender, Blender basics, Blender tutorial for beginners
Id: dn5haDasTHY
Channel Id: undefined
Length: 7min 20sec (440 seconds)
Published: Wed Sep 07 2022
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.