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Waterfall Scene Breakdown in 5 Minutes - Blender 2.81

5

3Dtinkerer writes:

In this video I breakdown a realistic waterfall scene that was created in the latest version of Blender (Blender 2.81). I show you how I used photo-scanned assets from the Quixel Megascans Library with various Blender tools to create this realistic scene.

5 Comments

  1. I'm sorry to burst your bubble but this isn't realistic at all. Have you thought about trying to use mantaflow instead? In this portrayal of a waterfall/stream it doesn't have any splash when entering the pond and the water doesn't look realistic at all. It looks like it could almost be made of plastic.

    • I actually own flip fluids but I don't have any experience with it so that why I didn't use it. As for manta flow, I have briefly heard about it but other than that I don't know what it is. I believe it is the new tool for simulating water if that is correct?

      The main problem with this project was time and requirements. The service I used currently only supports blender internal for this rendering service. I am not, however, saying that I would have been able to do better with my current knowledge of water simulations.

      Guess I have to try better next time

  2. [What Enoch Wolsey said] plus i have to add i actually was wondering about the stones getting wet... this is more of a concierge ad than anything else... useless

    The whole environment thing (trees/stones) is neat but not really part of the waterfall is it. So why don't you get to the actual topic at least once

    • (I copied this response)

      I actually own flip fluids but I don't have any experience with it so that why I didn't use it. As for manta flow, I have briefly heard about it but other than that I don't know what it is. I believe it is the new tool for simulating water if that is correct?

      The main problem with this project was time and requirements. The service I used currently only supports blender internal for this rendering service. I am not, however, saying that I would have been able to do better with my current knowledge of water simulations.

      Guess I have to try better next time

  3. Yo, honestly, with a few game design tricks, this could be a nice low-poly scene. In this case, think of some flat expanding alpha masked planes right where the water touches the waterfall, and just have those expand in an animation but with "mist" effects, or drawn "water splashes".
    It could actually look really nice with a little more work put into it. Its just missing those elements that increase its like ability. Good attempt, just go more in depth with small details, and I'm sure this will look great.

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