[TUTORIAL] Learn how to create an Ocean in Blender 3.0 and any object floating in the water

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hi this is marco welcome to ammo in this tutorial we're going to learn how to create an ocean in blender we will use instances to make it huge without slowing down our viewport performance or increasing terribly our render times also we will learn how to create any object floating in the water i hope you enjoyed tutorial without further ado let's get into it let's start by adding a mesh plane we don't need to subdivide or anything just go directly to the top to the modifiers tab and click on ocean good let's give it a 200 meter size here what it says spatial size channel is good let's set up the resolution viewport up to 16 so we have some more detail and 32 for the render now we need to animate our our waves so our scene is 240 frames we go to the first frame and insert a keyframe where it says time and in the last frame let's say 8 add another keyframe and now you can see something is happening our c is moving don't forget to change the interpolation from the sear by default to linear because we want a uniform animation good let's go to the waves tab and change a little bit the parameters let's say two for the size make them a bit bigger smallest wave we don't need so small so point one is fine choppiness let's go to 0.75 if the japanese is too high your mesh will start kind of breaking or colliding and some artifacts will start appearing so we want to keep the choppiness reasonably low and wind velocity i wanted lot the down to nine and as you can see the waves become much more visible because the highest the velocity of the wind the flatter the waves and if you take a look you see that we have waves but they are not pushing in any direction it looks more like a boiling c so let's set up the alignment to point 42 for example so now the waves travel in this case in the x direction and we don't want them all the waves to travel at the same speed at the same angle so let's change the damping which is the amount of waves that are gonna not follow the mainstream so let's spawn point four looks okay and let's add a few degrees so that the movement is not perpendicular and there we go it looks pretty nice now we have a 20 square meter uh ocean which is pretty small and we might want to have a huge ocean for doing that we could here on the modifier tab you see repeat x and y so if we say six tiles on each axis very quickly we get a huge ocean we're done right no we're not because now if you play it look at the performance of you of your viewport it just can't even play it on two frames per second so it just makes it unusable so let's find a way around but it's very easy so let's go back to our tile and add a cube mesh cube let's go to edit mode and with all vertices selected press m merge at center good we have turned our key into one single vertex what we need to do now is under the property tab go to instancing click on vertices and finally we add two modifiers one for the x-axis and the one for the y and set a constant offset that is the same house as a measurement of our original ocean so 200 meters and 200 meters on the y as well oh sorry in the constant 0 for x and 200 for the way and now it's just a question of adding tiles count of six and six nothing happened here we see the vertices that we created but still we only have our original tile so last thing to do is select our tile and our vertices group and under object mode parent object and there we go now we have a much bigger ocean is six styles 200 meters sheet so it's more than a square kilometer and now if you play the animation of the viewport look at the frames per second it just stays consistent in 24 and that is wonderful let's set up our materials let's hide the huge potion and focus on the tile go to the shading tab and as you see pitch black that's why we don't have any light source so let's add a world texture go to the world tab add new and here in color let's choose sky texture let's leave it on ishida is a procedural sky system which looks pretty nice if we tweak a little bit the parameters strength let's go down to 0.1 and let's set the dust to zero to make it a cleaner atmosphere zone 0.6 so we have a little bit more of the yellowish sunset type of thing and we can lower our sun a little bit let's go to our ocean tile and that's a good start later we can tweak our settings on the world as we like so now with our ocean tile selected let's go to new let's call this material water and we're going to make a very very simple shader a base color we want something dark maybe a bit bluish greenish but still very dark specular 0.25 the specularity of water for roughness let's go almost to zero 0.5 0.05 is okay and finally iqr 1.333 which is setting for water and transmission all the way up to one because water is transparent there we go here is our sun our sun reflections and is a very simple setup but it looks pretty nice we can see it in action it's time to make a boat first we need to learn how to make any object floating in the water so you will see how easy this is let's start adding a cube that is going to represent our boat we are going to add a plane scale it slightly bigger than our q go to edit mode and subdivide 10 times is good enough yeah and now we need to add a vertex group so click on plus let's give it a name floating assign and we're almost done now we need that this plane moves along with the flow of the water and for this we go to the modifiers step and string wrap modifier using as target our ocean tile and now we go back to object mode we see how the plane moves along with the c the cube of course is still not interacting because we need to add in object constraints copy location so which is the plane which is the floating vertex group and now voila our cube is floating we can hide the plane both in the viewport on the render we can offset the position of the cube let's bring it a bit higher and this is done so now if we replace our cube with a model of a boat a judge or a rubber duck is going to work exactly the same so for this project i'm using a judge from transportation adam it's a very cool looking model it comes rigged but you can use any model that you like it doesn't need to be rigged because you can assign the object constraint directly to the mesh and apply the same method as we did with the cube to make it look as if it's floating as you see it's looking pretty sweet so now is just time to add the camera camera animation if we like and render our project you
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Channel: AMMO
Views: 45,824
Rating: undefined out of 5
Keywords: tutorial, blender, ocean, sea, simulation, animation, learn, how to, boat, ship, water, floating, 3d, cgi, scene, cinematic, realistic, modifier
Id: 66ddGRIljsE
Channel Id: undefined
Length: 12min 4sec (724 seconds)
Published: Sat Feb 19 2022
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