Easily Create an Ocean in Blender - Blender 3.1 Tutorial

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hello everyone my name is michael from polygon island and in this tutorial i'm going to be teaching you how to make this quick ocean uh with a little bit of foam um it's not super insanely highly realistic but it is just a little quick ocean with foam i decided i'd make a tutorial on it um here is the node tree um it's a very small uh little material that i just made and i'm gonna be teaching you guys how to make it um so first we're gonna go ahead and open a new project um if you already open a new project great you've already you're already a step ahead of me so first thing we're going to do is we're going to go ahead and delete this default cube by hitting delete or x on our keyboard um we're going to hit shift a and we're going to add a plane we're going to hit s and then 20 to scale that plane up 20 uh 20 times its size and now what we're going to do is we're going to go into the modifiers tab which is this little wrench right here um add modifier and then ocean so once we add the ocean modifier we're going to make a few changes so um under spatial size we're going to go ahead and change that to 20 or the exact size that we scaled the plane up to that's going to restrict um its size to what the original plane was so we're going to go ahead and set that to 20 and so you can see that lowers the ocean size down quite a bit um also i recommend sharing the resolution your viewport up to at least something like 30. um just that way so you can have a little bit more detail in your ocean um you can change the time depth size to whatever you would want i'm just going to leave it on the default ocean that it's generated right here you can mess with all these it messes with just how the ocean looks um if you want to play with the round with it for a little bit you can also do waves and all that um this foam i'm not sure how this works um it's on a vertex channel um vertex colors and all of that um i don't know how that works so we're gonna do it the easy way so um going up here um under the blender logo if we just click um and drag we will split our window um and you can drag this to any size i recommend leaving both of them kind of a good size because you're going to be working in both here um go back under the blender logo and go into shader editor um you can go ahead and click n on your keyboard to close this little two bar and to reopen it if you want um but we're gonna go ahead and do is first off we're gonna go back over to the right onto this little camera icon we're gonna change our render engine to cycles and device to gpu compute if this little device on gpu compute is grayed out for some reason you can go to the top left and edit preferences wait for this to load um system and then whichever one your graphics card is in under here whether it's cuda optics or hip you can choose your graphics card and then that should be fine and dandy ready to go so the first thing we're going to start off with uh creating this water shader is a glass shader so uh the glass shader is pretty much the easy g's way to any water shader all it requires is just a change of one variable and you have water so we're gonna go ahead and click new uh once we click new it'll automatically give us a principle of bsdf we're gonna go ahead and delete that for now by pressing delete or x um and now we're gonna hit shift a and we're just gonna type in glass and we're gonna look for the glass bsdf we're gonna put that down we're gonna change the index of refraction or the ior to 1.33 1.33 is the index of our fraction of water and whatever it's set on by default i guess is the next refraction for glass you can look up index of refraction for different objects um there's like a whole list of it online for like plastics and glass and water and all that whatever transparent objects you might need but we're going to go ahead and do is we're just going to connect this bsdf to the surface of the material output we're going to change the color to kind of a bluish like that and the roughness can stay the uh stay fine for now um but that's all we need for now to get this initial glass uh water set up so uh for the lighting i'm just gonna go with a basic um sun background um if you go to the world options and under color if you click this yellow dot you can just change the sky texture um and once we do that if we go into rendered by hitting z uh we can go to render view and we should see that we now have this glass or this water shader basically so what we can now do with this um is i'm going to go ahead and pull up the picture of the node tree um give me a second um what we're going to go ahead and do is we're gonna add a principled shader into this um and this is what's gonna give us our foam uh we're gonna add a principal shader into this and it's gonna mix together and give us our foam on top so uh if we just add a principle bsdf um we can add this in uh the next thing we're going to need is a geometry node um so if we type in geometry by hitting shift a and then typing in geometry we get this node and this node basically does a lot of stuff with geometry like the positions uh the position of vertices um normals of the object true normal is the object a bunch of things i don't understand but what we're going to be focused on excuse me what we're going to be focused on right now is this pointiness so we're going to take this geometry node we're going to hit shift a once again we're going to add a color ramp node and this color ramp basically mixes blacks and whites um together um and does a bunch of stuff that again i don't understand but we're gonna take the pointedness from this geometry node and put it into the factor of this color ramp so now once we have that what we can do is we can take this principal bsdf this glass bsdf and we can combine them so if we hit shift a and we search for mix shader we can go ahead and drop this in here um and there we go um and now we can take the principal bsdf and then connect it to the mix shader so now once we have that we can see that we have all sorts of random things going on right here um but if we take this color ramp and we put the color into the fact of this mix shader we can see that once we pull this up this is happening so this is what's going to give us our base foam right here um and so i like to put this at .498 um i think that is a good kind of little foamy type deal here so once we do that what we're going to do now is we're going to add a little bit of subsurface i'm going to put 0.1 on this this is just so light comes up from this and it just looks a little bit better next thing what we can do is we can hit shift a and add a bump map we can connect the normal to the normal on the principled shader and then we can change the strength to about 50 and then we can take a noise texture not a white noise texture but a normal noise texture and then connect the color to the height of the bump and [Music] yeah the height of the bump uh we can change the scale change the detail um change the roughness and all that just something a little better change the distortion to a little bit if we want maybe 2.5 ish um and then you can also add on other um kind of noi uh textures too like a muskrat texture we can put this into something like the scale or detail or um just anything like that really i'm going to leave that alone for now whoops bring it back there we go um don't know what happened there but um but yeah once we have this what we can do as well is we can hit shift a and add a glossy bsdf add another mix shader and then draw uh just drag this mix shader in between the principled and the original mix shader and that'll automatically connect it we can connect our glossy um and then we can change the roughness to whatever we want so i'd say something maybe like that um if we look at our ocean right now this is what we have going on and so once we have this that is pretty much it um you can play around with this foam um these settings um basically uh the way we have this foam just where it should be is this geometry node right here this little pointiness that's basically telling blender wherever there are higher points on this geometry to place this phone um we're using this principal bsdf um to have the actual white um you can do a lot of things you could replace this principle bsdf with anything you can combine it with anything if you want to kind of change it up um see how the foam looks in a different way um do anything like that but this is basically just a little starting point um it gives you some foam gives you an ocean that looks real enough to just kind of pass on something if you would want to animate this it's as simple as just animating the ocean itself you don't have to do anything in the shader you could just change any of these settings animate it however you want very simple very easy ocean to make thank you guys so much for watching hopefully you guys learned something if you did give the video a like and subscribe um i love you all my name is michael from polygon island and i'll see you guys next time bye
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Channel: PolygonIsland
Views: 3,107
Rating: undefined out of 5
Keywords: blender, blender tutorial, blender 3.1, blender ocean, blender water, ocean shader blender, ocean material blender, blender easy ocean, beginner tutorial, water shader, water shader in blender, blender 2.9, blender 2.8, ocean scene, nature, blender ocean tutorial, water tutorial blender, polygonisland
Id: 17pjMvOqX8A
Channel Id: undefined
Length: 9min 45sec (585 seconds)
Published: Wed Jun 08 2022
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