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32 Comments

  1. Looks nice.
    The water particles need to fall down quicker. Now it looks more like the really fine water dust that stays up longer but the bigger drops fall back into the water pretty straight.

  2. Todd McIntosh on

    Looking good! Hopefully once we get dynamic particle emission in Blender, we'll actually be able to generate the particle spray from the water mesh itself for a more integrated solution!

  3. I'm sorry guys. I know that is only a test but it´s not good at all.
    The painted texture is grey, the particles doesn't have a correct dynamic, the water surface has glitches and doesn't have good deformation...

        •  Thank you. This makes it really tiring to browse through the comments sometimes. We're all here because we love Blender but this kind of blind 'fan-boyism' doesn't stimulate development at all. Lets start being more competitive about it and really compare Blender to other software and point its flaws.
          Blender-wise this simulation is cool. Industry-wise is WAY behind anything that you can find on any other software demos. We're not kids anymore, so lets not act like one.

  4. Definitely some weird jumping at the end, but I'm guessing that's a cache problem. I'm glad someone got around to trying this out.

  5. To be honest. I haven't seen a really good ocean made in Blender yet. And with a really good ocean, I mean something convincing  like that http://www.youtube.com/watch_popup?v=eaMpH3MkHM8&hd=1
    In regards to the ocean and fluid sim, Blender is way behind. But I won't complain since Blender is a really good piece of software which shines in other areas.

    • Hum, there are certainly more convincing CG ocean shots than what you show there. The waves are too regular, they eye spots it right away, especially the lowest frequency waves. Sorry, nothing impressive nor convincing, try again ;) Not that what you state is wrong or right, just that the illustration does not illustrate what you mean.

  6. @ Hululooh: Actually the fluidsim in Blender is based on code which was presented at several Siggraph shows. Don't tell me that Blender Fluids is behind.

    • It is, compared to Naiad or Realflow. Those fluid sims are way more advanced than Blender's one. 

      But it is ok, since Blender is free and these commercial fluid sims costs thousands of dollars and focus on this particular field only.
      I made a wish for some fluid sim improvements for the recent GSOC. Maybe someone will be able to pick that up. 

        • No it isn't. 
          And I will tell you why. First, your example looks too clean. It needs a second displacement for the water in order to get realistic detail. There is also no foam which is crucial for a realistic ocean and for a good fluid sim as well. Look also closely to the ocean vid I've posted. Especially the beginning. On the highest peak of these waves, you see that the water gets white underneath because of the foam caused by the turbulence. Also the fresnel of your example isn't right. 
          Andrew does some great stuff. No doubt. And that Ocean is not that bad. But it isn't realistic either. 

          Don't get me wrong. Blender is great. Really it is. 
          But the ocean and fluid stuff is not on par with some commercial packages and plug ins. That is a fact. 

          • Yeah you are absolutely right. There is barely any foam if the water is pretty calm. I have to admit it is not needed in any case.
            But pointing to the example Utopia posted. Those waves would definitely cause some foam. Fortunately the ocean is only 3 minutes away from my house. So I studied it really closely. 

            Again. This is not a rant against Blender or the efforts some people put in their oceans. I really appreciate this. But I also hope, that someone would bring the ocean and fluid sim to a new level in Blender. Right now it isn't useable for VFX for example. And some lens flares and vignette doesn't make it more realistic.

  7. I think for animation that doesn't require realistic water, this FakeFlow 2012 is decent enough to get your story or animation across.  And I think it should be faster than RealFlow.

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