How to blend Flip simulation onto Ocean | Flip Fluids addon | Ocean Modifier || Blender

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[Music] [Music] in this walk through let's go over some of the techniques that I usually use to blend flip surface onto the ocean so here's a simple uh scene setup this is the domain this is an obstacle and this is the fluid so let me explain a few things first let's just bake this simulation as it is uh with the default settings and then let's take a look so this is the default uh simulation where fluid volume is created so in order for our blending to work properly between this flip surface to the ocean we would need a plane rather than this volume so the way we can get that is by going to the surface tab of the domain and here we have an option meshing against boundary so here we can click on remove mesh near boundary and then we can increase this wxel distance um default one should work but we can increase this if the simulation is a little bit more turbulent so at a default distance of one let's bake the simulation and then see how it goes so that's the fluid surface that we were looking for so instead of volume now we have a fluid surface so this is much easier to blend with the ocean so the next step is we need an ocean plane so for that if you go over my tutorial here here's an here's a tutorial on how to create an ocean plane uh this is based on the technique by Dylan Neil so here's the ocean plane so let's copy this ocean plane either by right clicking and copy objects or contrl C and let's go back to the flip surface and while the scene collection is clicked let's paste by pressing control V and there we go we have have the ocean so one thing we need to take care is that the Z level of the ocean and the flip surface should be matched so for that let's select the ocean and let's change this to vertex and let's uh enable the snap tool and then while the cursor is placed on the flip surface let's press g z so by doing that the Z level of the ocean and the flip Sur surface is matched so we can see a little bit of Z fighting this is what we need looks good so far so the next step is to make sure that the materials are matched between the ocean to the flip surface so the ocean has this Ocean material and the flip surface let's add the Ocean material and let's head to the Cycles preview and let's just ensure that the ocean swell bake and ocean detail bakes the folders are directed properly so let's go to where we have the exr files for the baked docean for the swell and the detail and select all perfect now there we go so now we have the ocean and the flip surface so far so good it looks well Blended but we still need a few more steps so at this point let's take a look at our ship wake simulation there we go so here although the Z level for the ocean and the flip surface is matched we can still see that there is a gap between the ocean to the flip surface and it's not Blended well so let's tackle this issue let's go back to this example and the reason why that happens is if you look at the edges of the flip surface the edges are curved so let's take a look at this flip surface so as we can see the edges are curved so that's the reason why we see a gap between the ocean to the flip surface so in order to blend properly let's flatten the edge of this fluid surface the way we can do that is by adding a lattice modifier first let's ensure that the 3D cursor is on the fluid surface and at the center so for that let's select the fluid surface let's tab into edit [Music] mode and let's select this vertex and press shift s cursor to selected so that way we have the 3D card right on the fluid surface at the center let's add a lce modifier and let's scale it up so that it's slightly larger than the fluid surface and this is our fluid surface so it's slightly larger now while the lattice is selected let's change the resolution from two 2 to 12 there we go looks good now let's get into the edit mode and in the top view we would like the edges of this lattice to scale down so that they flatten so let's select the vertices at the edge and while those are selected press s z0 so that way the vertices at the edge have a z level of zero cool now let's select the fluid surface and under modifiers let's add add a lattice modifier and let's select the lattice as the object cool now we can see that the edges of the fluid surface is flattened because the lattice is affecting the fluid surface cool let's hide the lattice when we go to the ship wake simulation to the fluid surface I already added the lattice modifier here we go so this is the lattice this is the top view of the lattice with the edges flattened and selecting the fluid surface when we activate the lce modifier let's just give it a minute there we go so it blends really really well there's no more Gap anymore right here so that's the advantage of using the lattice modifier so that way the blend seems much more streamline let's hide the lce modifier there you go so it's very difficult to distinguish the flip surface from the ocean so far so good let's say we would like to take it a step further so what we can do is we can select the ocean plane and then we can add a shrink wrap modifier to the ocean plane let's get to the viewport view now what happens when we add the shrink rep modifier on the ocean is let's hide the flip fluid surface actually let's um remove the flip meshes from The View layer visibility so this is the ocean and the ship so what happens when we use a shrink C modifier is the ocean actively wraps around the fluid surface so sometimes this is beneficial if the scene is a simple scene then basic composition of white water on top of fluid surface on top of ocean should be sufficient but sometimes we also need to use the shrink wrap modifier on the ocean there we go so now this is the ocean itself so in this scenario we only need to render the ocean and the white water we don't need the fluid surface let's see that in a bit so here let's toggle the visibility of the fluid surface let's hide it so there's no more fluid surface here but we can see the ocean wrapping around the fluid surface and creating these nice waves just like the fluid surface and this is the white water so sometimes this actually helps so that's the reason why I also use a shrink wrap modifier on the ocean so the wrap method is Project snap mode on Surface and the limit I typically go with the maximum wave height and this can be adjusted and subdivision levels I try to keep it matched to the initial subdivision and the axis only the z-axis and both in the negative and the positive direction and the phas call is off and the target is the fluid surface so this is my ocean stack cool now let's get to the Cycles preview and take a look there you go so here there's no fluid surface there's just the ocean and the white water here we go so if we do not use shrink wrap modifier then we don't see any waves in the ocean um due to the flip surface so this doesn't look good so what we need to do is we need to bring back the fluid surface there you go so these are various methods that are used to seamlessly blend the flip surface to the ocean I hope you enjoyed this uh quick walk through thank you and stay tuned for more simulations [Music]
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Channel: Blender Cinematic (fxartist_b3d)
Views: 14,683
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Length: 13min 40sec (820 seconds)
Published: Mon Jan 01 2024
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