Fluid simulation in Blender | EASY tutorial | @pete3d408

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good day everyone this is sh from p3d and in today's tutorial we're going to be playing around with some fluid simulations yay so we're still going to be using the same soap we've been using in the previous tutorials so in case you haven't watch it the link is in description without wasting much of your time let's get into it all right so what I will do is I'm just going to press a to delete everything in my scene then I'm going to press contrl V to paste the soap again um in our scene like this and I'm just going to press gz to bring it down a bit like that which is okay then what I'll do next is I'm just going to press shift a and then we're going to add in a Tauros then um for the size you can increase the major radius to make sure that it's um bigger than that of the soap as well as the minor radius you can just increase it a bit so I'm moving down shift here like this yeah which is cool then I'm going to press G um Z and I'm just going to move it up like that we're going to be um using some fluid simulations um I'm just going to press shift a then I'm going to type in a cube we're going to be using a cube now the cube is going to serve as our domain for the fluid simulation so what I'll do is I'm just going to press DZ to move it up then scale it till it covers um the all of other objects so if I press shift Z to um go into my wireframe mode what still selecting the cube just come to your physic tab here and then select fluid for the type um make sure it's domain and then um change the domain type from gas to liquid and yeah we'll stop there for now and then select the Tauros let's go back to our solid view let me hide the domain for now what I want you to do is just come to your mod panel here and then just type in your displace modifier then click on the new um come right here and change the type from image or movie to clouds then um for the size um just select 65 onf Frame one and then just keep frame it like this then come to frame 30 and then I want you to change the size from 65 to2 and then just key frame this again you can select and then just right click shade smooth so that we have smooth shading there so if you play this now um you can see it's just loing like that so um to make this a cycle so what I want you to do just select all of your key frame by placing a in your timeline and then just press shift e then make Cy click so that after um this is completed and that c start again and start again like that reason is by the time I apply the um fluid simulation it's just going to be given this bust this sudden bust of the water making it look as if the water is been splashed awesome so um you can just press alt H to bring back your um Cube now which is your domain and then just press shift Z so what I want you to do now is um select the Tauros and then come to your physics tab again um then just select your fluid and then for the type this time around select flow not domain flow and then for the flow type make it liquid change it to inflow and also you can turn on initial velocity for the normal be adding our value in a sec so if I um just play this down you can see um that we have some fluid coming out which is what we want but we don't want it pouring down we want it to be splashing around our model you select your domain and then um come to your physics tab here we are going to be making some adjustments the first adjustment turn on mesh so that the domain um itself will be rendered as a mesh and also for the resolution we are still going to work with the resolution so if I go to my solid um view now select your domain um and then just come to your field we here and then turn down gravity let me go back to my wireframe mode if we play this time around you can see that it's not going down but it's just um splashing around which is awesome because it is what we want meanwhile um you can see at the same time that it just seem to be going around the corners here that's because um for the domain right here um under collisions CU we have everything turned on so it's going to be colliding with the walls and everything so you can just turn everything off so um if you play again yeah this is what we have which is awesome so if I go to my object mode it still seems to be a problem and problem we have is the animation is not looking smooth enough but um what I'll do is just press it to select everything and then right click shade smooth so that we have smooth shading but you can see it's a little bit jaggy and not so perfect now um because this is just a testing an experimental phase you can play around with the values and then for the final output you can increase your resolution so what I'll do is for this one I'm going to change it from 32 to 40 and this is going to take more time so you have to start again and replay this so if you play now yeah you can see it's it's um it's a little bit better than of the 32 and it's looking much better so for the final output it's going to be greater than that so what I'm going to do now is I'm going to select the Taurus because um it's the one um we use for the flow turn on initial velocity and then for the normal just give it a value of 0.25 it's just going to increase um the velocity a bit so if we play now yeah it's even much faster which is all right after um playing the of the simulation from frame 1 to 250 my timeline what I discovered was that around um frame 120 the um the whole fluid covers the of the soap which is what I want and then I discovered that a suitable starting point um to start the fluid simulation will be from frame um 25 so I'm going to come here from my start I'm going to make it frame 25 and then for my hand I'm going to make it frame 120 which is what we want then for your flu simulation as well want it to to start on frame 25 and then we want it to end on frame 120 which is nice okay so um it's it's pretty much good like this but um what I want us to do next is um let's just add a bit of disorderliness so let's add in a bit of turbulent I'm just going to press shift a and then I'm going to type in turbulence and um you can press shift Z again this time around you can see that um The Domain has come back that's because of the to you added so you can just press gz and bring it down now if you replay your animation now your fluid simulation it just it's going to give it some more disorderliness and it's going to make it even much more cooler so you can just play around to wherever you want to put it I'm just going to press DZ and I think I can put this in the middle here if I go back now that's uh pretty much it as far as the simulation is concerned okay so now to bake this fluid simulation um we're just going to be adding in some last minute finishes so um for the resolution um you can make the resolution from 32 to 64 for the mesh you can make the um obscure Revolution factor to four and then for the smooth and negative you can make them 3 three yeah and finally now this is set to replay it enables you to be able to play the simulation in your timeline but if you to render this out now there's no way you'll be able to save it so to be able to do that just change this from replay to or so when you do that you can see this bake all settings which means that you'll be able to bake this and you'll be able ble to um save it in case of next time now a quick one though if you click this folder you can just click accept to make your simulation to be Sav in your folder but I really don't do that because of saving um my memory cuz it will take a lot of memory but once you just click pick you can just um render this out so what I want you to do now is um with everything all set now um all you just need to do is just click b or wait for it to Pi it's going to take um time so we're just going to wait all right so the baking is done on my um computer now it took approximately 12 minutes yours might be slower or faster depending on your CPU or GPU capabilities one thing I discovered was and I think um I made a mistake why explaining is that even if you start on frame 25 um it's not quite good enough because it's still quite static so a good um place to start um based on this simulation for me will be on frame 35 and since the B is done we don't need to replay that we just need to make it um frame 35 so if I play this now yeah so if I play again yeah which is what I want which is cool all right so if you haven't saved this will be a good time to save so um I'm just going to press control s to save my progress up to this point now what I want to do next is um we don't need um the Tauros any longer so um you can just select the Tauros and delete it because we already have the simulation breaked so um if you play it again it's not going to affect it all right now so what we want to do next is let's move on to start adding in materials I'm just going to um come to my um front view here and um you can just press G to grab it like this then I'm going to press shift a and I'm going to type in a camera and I'm going to type Control Alt number per zero um to just bring it to this View and then you can just press G to bring it like this which is cool then um for the focal length I'm just going to see something like 0 then um it's way too close so just press g z z and then just I don't know is it doly or pan I think it's dly just drag out like that so um what I'll do next now is um I'm just going to add in a plane to Ser as our background so shift a mesh plane and um look into our camera I'm just going to press gz and ensure that that is covering and then for the scale you can um just scale it till it covers the all of your scene let me look at that yeah that's okay then um you can tab into edit mode so let's create like an infinite bar now press two to go to Edge mode and then just press EZ to extrude this up and then I'm just going to press control B to Bev and then just use your scroll wheel to increase the number of segments something like it cool then I'm going to right click shade smooth which is what we want all right nice so um what I'll do now is um let's just go to our shading tab right here so that we can start adding light okay so looking through now this is what we have then um what I'll do now now is I'm just going to come to my vort shading here then um it said to EV then I'm going to change this to Cycles um we don't have any light in our scene so what I'll do is I'm just come to the word again you know what we're about to do if you've been following along in previous tutorials I'm just going to press shift a and then I'm going to input in an environment texture and then connect this U no and then collect the color of this into the color of the background and then we're going to be using an hdri from hdri even I'm going to be using the um abandoned slep way um you can get it on HD even um the link is in description so I'm just going to click open image for the strength you can just make it something like3 because we'll be using lights be adding lights to our scene as well okay yeah this is nice then um I'm going to select the plane which is the background then change this from word back to object what I want to do is I'm going to give this a new material then your material settings here just change the surface to um change it to glass so I'm going to use a glass Shader instead so let me press home to bring that then what I'll do is um I'm just going to make the roughness you can just make it like zero or you can make it 0.1 then um I'm going to make the color blue something like that we will do let's play around which is nice then um let's go to our object mode now so we can add in some light so the first thing is um I'm just going to press shift a and then I'm going to add in a point like so I'm going to press gy and then just move this to the back I'm going to increase the radius a bit let's look that through our camera I'm going to increase the radius of that let's say to like a power of 50 wat yeah that's not bad and also um what I'll do is if I select the camera here I'm just going to make um the vort display the passp to Value you want to make it one so that um it saves you time so yeah that's what we have so if I go back to my object mode now what I'll do is um let's add in some areal light so I'm going to press shift a and then I'm going to add in an area light here and I'm just going to press gz to move it up and then you can just increase the radius like that then um I'm going to press g y to move it to the Back RX or r y rather no um let's redo that so um gz to move it up uh increase the radius and then we press g y to just move it to the back and then RX to just rotate to the back like that so for the power you can just make this something like um 100 wat yeah let's check that out yeah it's looking good all right so again let's go back to our object mode and then just adding some more light so I'm going to press shift a again and um I'm going to add in another areal light then I'm going to press G um maybe just bring it somewhere around here this time time around just bring somewhere around here and um I'm just going to press RR to make sure it's pointing towards the soap increase the radius you can make this maybe rectangle this time around um Power again can make it like 200 wats just play um around with the power till you get something you want so we'll be adding more light shift a again adding an aor light um bring it some way around here I'm just going to press gy uh RX r r to travel that and uh just going to increase the power so um bring it here let's set it to let's say 150 let bring um with different powers yeah it's cool um it's what I want so let me just move this a bit away from the scene something like this it's not bad now um let's work with the water because this is not looking like water at all so I'm just going to click a new material for the um water and what I'll do is again we're going to change the surface from principled to Glass we're going to be using a glass Shader and then uh for this one what I want you to do is just um reduce the roughness to zero and then for the this um i o r is it I or IQR I'm just going to change the value to 1.33 yeah it's I so I'm going to change the value of the I to 1.33 so we have this now which is cool and then um I feel like the camera is too close so again just press gz Z and just move out like that for the plane the background here it's not supposed to be a glass Shader but a translucent Shader not a glass so let me change this back to translucent and um if you look through it now yeah you can see the difference so I prefer a translucent Shader all right so um for the plane again um let's just make a slight adjustment so what I want you to do is you can come to your side view rotate this on the x axis just bring it up like something like this we do just give it like that gradient feel so to say so you have something like this so um if you come to our layout now so I'm just going to press Sho a again and um I'm going to add in another light so I'm just going to press um G this time again and then um what I want to do is just bring it here RX did that on the x- axis like that just make it point up yeah something like this and then increase the size so we look through now to render this out now again um just come to your um output settings here and then wherever you want it to be stored in your folder just click it and then if you want to create a new folder you can do that name it maybe like fluid and then you can just click accept and um that will be all for the tutorial thank you so much for watching um if you found this tutorial helpful don't forget to like And subscribe if you like what I'm doing and you like to support me I just released some brand new wallpaper pack on Gum Road the link is in description free Fe to check it out I wish you happy holidays and happy New Year bye
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Channel: Pete 3d
Views: 349
Rating: undefined out of 5
Keywords: Blender Fluid Simulation, Blender Tutorial, Blender Animation, Blender Physics, Blender VFX
Id: vHid6HwEwQA
Channel Id: undefined
Length: 17min 29sec (1049 seconds)
Published: Sun Dec 31 2023
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