Morph an Object Into Liquid in Blender

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[Music] first i usually like to select my entire object and duplicate it and move that to an archive folder with it not being active in the scene just to have this as a backup then select your object again and hit ctrl j if you need to merge any parts of it now take your singular mesh duplicate it and hide that duplicate for now we will use this duplicate later for the transition but for right now let's just focus on the liquid simulation with your object selected go to quick effects quick liquid and now scale your domain so that the very bottom of it is touching the very bottom of your object on the top is just reaching the top for more domain manipulations i like to add in my camera into the scenes so i can see what the framing will be like because you want to be trying to hide the sides of your domain from the camera now we can actually tweak the mental flow settings under the physics tab i usually change two main things with physics simulations the resolution divisions and also the time scale for the resolution of your simulation the little box in the bottom corner of the domain represents one unit of this resolution so it's good to reference that when considering what resolution to go with because you're going to want to make sure that small box is skinnier than the skinniest parts of your object for testing out the simulation i usually use 64 or 128 and for a final bake i usually go to 256 or 512. now in terms of time scale one is supposed to represent normal time i usually find this is too fast for a liquid simulation so i'd like to bring it down to the 0.5 or 0.8 range for our scenario though we're going to want a bit of time at the very beginning of the clip in which the liquid doesn't move so it has time to transition from the object into the liquid in order to do this we can keyframe the time scale select the point at which you want your liquid to start moving and keyframe a value at zero then select the point at which you want to stop moving and keyframe the value at 0.5 or 0.8 or whatever you think is best if you want to get extra fancy on the dope sheet you can press ctrl tab to go into the graph editor and mess with interpolation between these two values for my scenario i turn off the border collisions of the domain with all sides except for the very bottom this is to avoid the liquid actually splashing up on the sides which will make it really really noticeable where your domain ends go to cache and set the end frame to be the same as your scene set type to modular and check is resumable so you can pause and view the simulation in the middle of its bake now you can actually start testing out the different baking two things to be aware of when you think you're ready to do your final bake is that firstly increasing the resolution divisions will increase the water in your scene and can change the physics of the water simulation dramatically and secondly are these two values of the minimum and maximum time steps this is a little bit more my new but if you raise these values to something like six and eight you can tell a slight difference in the velocity of the liquid i usually find that increasing these will increase the flow slightly but i really just think it's doing a more realistic simulation of the fast flow as some parts of the water are moving faster than others and pushing against each other in more realistic ways so overall it is really good to increase this but this will also dramatically increase your baking time for my specific example i end up using time steps between 6 and 8 and overall resolution of 512. once you're ready to do your final final bake i'll change the cache type back to all and then also check on mesh this will now bake in not only the particles but the mesh around it as well now before you do your final bake we're going to go over the texturing and the transition part and this is only because i've sometimes found there's a glitch in blender for when i try to adjust the keyframe values of the texture of the liquid domain that'll actually delete the bake i don't know exactly what's up with that so for now do a lower resolution bake but with a mesh so that you can get the timing with the transition now added in hdri which is really really necessary for this one just so you can get the liquid looking good so try not to go for a super plain white studio one maybe choose an outdoor one or something that has a little more color in it also under the film tab make sure to have the transparent box checked off so it's easier to focus on the model now for the transition we're basically going to be phasing out the real model with the liquid simulation with some key frames i like to take this a step further and actually have the liquid simulation start out as a similar texture to the model and then slowly fade into the full water material while the water is already falling this isn't completely necessary but i think it's a cool thing to add a little bit more of that smoother transition first select the liquid and hide it then unhide your duplicated object from the start go to the shader editor out of transparent and a mix shader node connect your original material and the transparent to the mix shader and animate the factor between this over time by pressing i over the value to add a keyframe make sure to click this little button which will allow you to see all of your keyframes at once i usually let there be a good half a second to a second at the very start where it's just the complete normal texture and then i make sure to have the object completely transparent by the time the liquid starts falling down now select the nodes of your entire material copy it go to the liquid domain and paste it into that material this won't paste the keyframes though so you'll have to create new ones but for these ones make it start out as transparent and fade into the material add another mix shader node and connect your old mix shader and the water material to the two sockets and animate that factor to slowly fade into the full water material i like to overlap this transition so it starts just before the previous factor node ends its transition and then also continues throughout a little bit of the liquid falling down and at this point i finally go in and do my long bake and there you have it that is the completed render what prize should we have for our what are we at right now what are you or what are you at i don't think it's gonna lead anymore because i missed the first video yeah he was asleep i was bad he was asleep when i was filming it was like 4 p.m it was like 4 00 p.m i was taking a nap you didn't even give me a chance all right guys if you like this video please leave a like subscribe tune in for the next one where hopefully isaac will give me another chance to uh participate maybe i will say i do respect i do respect sleep especially especially when you're doing bakes if you're baking something although no it doing bakes overnight i always like stressed out because first thing in the morning i need to get up fire while you're asleep and it burns all ass down what where did that come from you're baking something i swear thank you for watching [Music]
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Channel: Gaz Renders
Views: 9,725
Rating: undefined out of 5
Keywords: blender, blender 2.9, 3d, mantaflow, liquid simulation, mantaflow simulation, liquify, morph object into liquid
Id: YtFr9EQzpJ8
Channel Id: undefined
Length: 6min 34sec (394 seconds)
Published: Wed Mar 24 2021
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