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These are the user uploaded subtitles that are being translated: 1 00:00:00,620 --> 00:00:05,870 In the last two videos we took a look at the settings up here and the liquid settings for the particles. 2 00:00:05,870 --> 00:00:10,850 In this video we will take a look at the mesh the mesh checkbox is another way to visualize how the 3 00:00:10,850 --> 00:00:14,510 fluid simulation looks currently with just this simulation. 4 00:00:14,510 --> 00:00:18,890 We have the liquid particles and we can turn that off and on by checking that box. 5 00:00:18,890 --> 00:00:22,160 Let's go ahead and play a simulation to see what this looks like. 6 00:00:22,490 --> 00:00:24,440 Now this is pretty cool but there is no mesh. 7 00:00:24,440 --> 00:00:30,290 And so if we were to render this it would just be particles or it would just be a solid cube to actually 8 00:00:30,290 --> 00:00:31,100 bring in a mesh. 9 00:00:31,100 --> 00:00:34,680 What we need to do is check that box and open up this panel. 10 00:00:34,730 --> 00:00:36,770 We have a lot of different options right here. 11 00:00:36,770 --> 00:00:41,700 Let's first go ahead and bake this mesh and you'll be able to see exactly what this does. 12 00:00:41,720 --> 00:00:45,170 It basically takes the flow object adds a mesh around it. 13 00:00:45,170 --> 00:00:47,540 And that is going to be your fluid simulation. 14 00:00:47,720 --> 00:00:50,660 The bake is now done and now we can play our simulation. 15 00:00:50,660 --> 00:00:55,340 And now we have a mash for the fluid simulation just like that and that looks pretty cool 16 00:00:58,290 --> 00:01:03,150 to actually free the mesh and change some of the settings what we do is so like that button right there 17 00:01:03,150 --> 00:01:06,290 called Free mesh and it will change back into a solid cube. 18 00:01:06,540 --> 00:01:08,870 And then we can mess around with the settings. 19 00:01:09,000 --> 00:01:12,520 Let's go through these one by one and I'll be describing exactly what they do. 20 00:01:12,570 --> 00:01:15,370 The first setting that we have here is the uprise factor. 21 00:01:15,390 --> 00:01:18,920 This is a another way to enhance the resolution of the fluid. 22 00:01:18,930 --> 00:01:21,030 Basically it takes the base resolution. 23 00:01:21,030 --> 00:01:24,300 Currently it's at 64 and then it multiplies it. 24 00:01:24,300 --> 00:01:24,930 It's at 2. 25 00:01:24,930 --> 00:01:28,170 So the resolution is going to be around one hundred and twenty eight. 26 00:01:28,170 --> 00:01:32,850 You want to be careful with this value because if you set the base was solution to a low number and 27 00:01:32,850 --> 00:01:37,890 you set the upper s back to really high it can look a little bit strange and it looks kind of choppy 28 00:01:37,920 --> 00:01:39,470 so you want to be careful with this. 29 00:01:39,570 --> 00:01:44,910 If you're going for a very high resolution I recommend turning up the resolution divisions up here to 30 00:01:44,910 --> 00:01:48,910 maybe a value of 256 and then the uprise leaving it at 2. 31 00:01:49,050 --> 00:01:53,970 You can see on screen a lot of different examples of the upgrades being high low and the resolution 32 00:01:53,970 --> 00:01:58,530 being up the particle radius is very similar to the liquid particle radius up here. 33 00:01:58,530 --> 00:02:03,050 Basically it takes a cell of the fluid simulation and adds a radius to this. 34 00:02:03,090 --> 00:02:08,880 The higher you set this to the more blocky the fluid simulation will look you can see on screen a particle 35 00:02:08,880 --> 00:02:10,030 radius of one. 36 00:02:10,080 --> 00:02:13,080 Any particle radius of eight and you can see the differences 37 00:02:15,670 --> 00:02:17,920 underneath that we have speed vectors. 38 00:02:17,920 --> 00:02:21,000 This is for the motion blur in your fluid simulation. 39 00:02:21,010 --> 00:02:26,560 Here we are in a new scene and I've created a basic simulation where there is fluid being emitted into 40 00:02:26,560 --> 00:02:29,290 our scene and I turned on the use speed vectors. 41 00:02:29,290 --> 00:02:30,860 Over on the right side. 42 00:02:31,030 --> 00:02:35,740 Now if we were to render this right now you would not see anything that is because we need to do a couple 43 00:02:35,740 --> 00:02:38,680 more things to get the motion blur to work. 44 00:02:38,680 --> 00:02:42,910 The first thing that you need to do is go over to the settings over here and make sure your render engine 45 00:02:42,910 --> 00:02:44,050 is in cycles. 46 00:02:44,050 --> 00:02:48,040 Evey does not work for the motion blur so make sure you are in cycles. 47 00:02:48,040 --> 00:02:53,530 Next you need to go over to the scene panel the render layers scene panel and then turn on this vector 48 00:02:53,530 --> 00:02:54,720 checkbox. 49 00:02:54,730 --> 00:02:58,800 This will enable us to use a vector pass in the render settings. 50 00:02:58,870 --> 00:03:02,380 Now we can go ahead and select the frame of which we want to render. 51 00:03:02,380 --> 00:03:08,650 I'll just use this one right here and we can go up to render and then click on render image and it will 52 00:03:08,650 --> 00:03:13,600 just take a second to render and then we can add in the motion blur in the composite or the render has 53 00:03:13,600 --> 00:03:15,050 finished and this is our results. 54 00:03:15,070 --> 00:03:18,310 And as you can see there is no motion blur in the scene. 55 00:03:18,310 --> 00:03:23,200 Now what we need to do is go ahead and exit out of this render window and jump over to the compositing 56 00:03:23,210 --> 00:03:25,360 tab right here. 57 00:03:25,360 --> 00:03:27,810 Let's first add in a viewer node to see what we're doing. 58 00:03:27,820 --> 00:03:32,980 So I'm going to hold control shift and then left click on the render layer node to add in a view or 59 00:03:32,980 --> 00:03:35,130 node so we can see what we're doing. 60 00:03:35,200 --> 00:03:40,450 You can press V a couple of times or old V to zoom in you will see that we have a vector pass right 61 00:03:40,450 --> 00:03:40,930 here. 62 00:03:40,930 --> 00:03:46,480 This is the vector pass that will enable us to add in the motion blur the first thing that I'll do is 63 00:03:46,480 --> 00:03:49,280 add an HD noisier so we can just smooth out the image. 64 00:03:49,300 --> 00:03:52,810 So underneath filter all add an ending noise and place that here. 65 00:03:52,810 --> 00:03:58,140 Then I'll take the image and plug that into the composite and then we can add in the motion blur. 66 00:03:58,300 --> 00:04:03,370 So to do this you need to press shift day and go underneath filter and then you can see a vector blur 67 00:04:03,370 --> 00:04:04,390 down here. 68 00:04:04,390 --> 00:04:09,550 So like that and place that right here in between the DNI is node and the view layer. 69 00:04:09,550 --> 00:04:12,600 Then we can plug this into the composite. 70 00:04:13,240 --> 00:04:14,820 At the moment you won't see anything. 71 00:04:14,830 --> 00:04:20,410 And that is because we need to take the vector data and plugging that into the speed over here. 72 00:04:20,410 --> 00:04:24,190 Once we do that the motion blur will update and we'll be able to see it. 73 00:04:24,220 --> 00:04:30,850 As you can see there this blur value controls how strong that motion blur is a value of zero will be 74 00:04:30,850 --> 00:04:35,470 nothing in the value of 1 or even higher than that will be a lot of Blur. 75 00:04:35,830 --> 00:04:40,030 Probably around a value of about point five will look pretty good. 76 00:04:41,080 --> 00:04:43,240 And then we can wait for it to update. 77 00:04:43,240 --> 00:04:46,360 And there you can see this is the motion blur for our scene. 78 00:04:46,360 --> 00:04:50,380 So doing this method can add a lot of realism to your fluid simulation. 79 00:04:50,380 --> 00:04:55,270 So if you're going for realism and you're using cycles try using the vector blur to get some realistic 80 00:04:55,270 --> 00:04:56,320 results. 81 00:04:56,320 --> 00:04:59,080 The next setting that we have here is the mass generator. 82 00:04:59,080 --> 00:05:03,400 Currently it's set to final and this is the more realistic result. 83 00:05:03,400 --> 00:05:08,890 There is also a preview option which is faster for baking but it's a lot lower quality as you can see 84 00:05:08,890 --> 00:05:09,610 there. 85 00:05:09,640 --> 00:05:15,040 So for realistic simulations you should always use the final Mass generator the smoothing positive and 86 00:05:15,040 --> 00:05:17,320 negative values will give you a cool effect. 87 00:05:17,320 --> 00:05:22,480 The higher you set the smoothing positive the more smooth that your food will be. 88 00:05:22,480 --> 00:05:24,790 And then of course the negative will do the opposite. 89 00:05:24,790 --> 00:05:27,850 It will make everything a little bit sharper and more crisp. 90 00:05:27,850 --> 00:05:33,880 You can see the animations on screen the different values and how they change the simulation. 91 00:05:33,880 --> 00:05:37,290 So if you want very smooth fluid try turning out the positive value. 92 00:05:37,330 --> 00:05:41,980 But if you want more sharp with a little more detail you can turn up the negative value and that will 93 00:05:41,980 --> 00:05:45,500 give you some sharper waves and a little bit more choppiness. 94 00:05:45,520 --> 00:05:50,920 The cone cavity upper and lower values helps smooth out the fluid where there is a concave or where 95 00:05:50,920 --> 00:05:53,240 there is a dip in the fluid. 96 00:05:53,380 --> 00:05:57,460 You want to be careful with the lower value because sometimes it can distort the fluid simulation and 97 00:05:57,460 --> 00:05:59,850 you will get some strange results. 98 00:05:59,860 --> 00:06:04,780 Normally the default values will work perfectly fine for most simulations but you can tweak them if 99 00:06:04,780 --> 00:06:10,420 you want and then of course to get the simulation to work all you have to do is click on big mesh and 100 00:06:10,420 --> 00:06:12,430 it will bake in the mesh just like this. 101 00:06:12,450 --> 00:06:15,640 Now you have a mesh in your fluid simulation so there you go. 102 00:06:15,640 --> 00:06:20,890 Those are the basic settings in the mesh and now in the next video we will take a look at the particles. 10773

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