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Blender FLIP Fluids - Rogue Wave in Large Water Flume 7 месяцев назад


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Blender FLIP Fluids - Rogue Wave in Large Water Flume

Rogue wave forming in the flume of a Large Water Flume. Modelled and simulated with Flip Fluids in Blender. Edited in Davinci Resolve. This is a major project I have been working on and off for the last 2 months. I was intially inspired by HD1080ide's video (   • Rogue Wave created by Wave Generator  ) about a rogue wave that was simulated in Germany's Large Water Flume (GWK) research building. The environment seen in the video was fully modelled by me using textures from https://polyhaven.com/textures and creating some other procedural textures, using the invaluable resources of Ryan King Art:    / @ryankingart  . The building is based on the Germany's Large Water Flume: https://www.fzk.uni-hannover.de/en/th.... I couldn't find any blueprints or floor plans to model in reference to. As such, I had to resort to use HD1080ide's video as my main reference, modelling everything by eye and guessing some other features. This has been a really big project for me in the past 2 months where I learned a lot more about modelling techniques, texturing, lighting, and many more 3D techniques. I plan on posting a breakdown video in following weeks, but I first need to properly learn Davinci Fusion and how to use the different render passes I did. I hope you enjoy this video! Render information: Baking: For first 500 frames out of 1250: Resolution: 1000 Voxel Size: 7.781cm Voxel Count: 10 703 000 Baking time: 11h33min Bake file size: 230Gb Rest of 750 frames: Resolution: 1250 Voxel Size 6.225 Voxel Size: 20 880 000 Baking Time: 12h27min TOTAL BAKE TIME: 23h50min Bake Size: 76.6gb Rendering: Scene 1, 2, and 4 were rendered at 256 samples with a temporal denoiser. The rest was rendered at 512 samples with Super Image Denoiser. A total of 3050 frames at 30fps were rendered for this video. TOTAL RENDER TIME: 163h18min Initially, I wanted to render all scenes with a temporal denoiser, but I only realized mid way that it disabled blender's motion blur and only allowed for vector blur after. Since I wanted to take advantage of the better motion blur, I decided to render the rest of the scenes without a temporal denoiser and higher samples instead. This resulted in some flickering in the fences and textures in the background. Observations: What worked: - Really nice strong wave hit the wall for a good splash effect. - Environment added much needed realism and believability to the scene. What did not work: - Because of the long and narrow domain for the fluid, increasing the resolution was very expensive in performance which limited me in what I wanted to achieve. The final simulation's resolution is quite lower than what I would have hoped. - Some weird whitewater artifacts on the water as a result of a too low resolution. Changes for the future: - I'd like to explore more opportunities with the environment and other ideas with the Large Water Flume. - I want to overall improve the simulation by having a higher resolution and improving how the wave forms and breaks. Personal score: 8/10 The sounds used in this video came from this very valuable source: HD1080ide:    • Rogue Wave created by Wave Generator   PC specs: CPU: i5-8600K 3.6Ghz overclocked at 5.0Ghz GPU: 2070 Super OC 8Gb Ram: 32Gb 3600Mhz SSD: Crucial P1 1TB NVMe

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