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In the last two videos we took a look at the settings up here and the liquid settings for the particles.
In this video we will take a look at the mesh the mesh checkbox is another way to visualize how the
fluid simulation looks currently with just this simulation.
We have the liquid particles and we can turn that off and on by checking that box.
Let's go ahead and play a simulation to see what this looks like.
Now this is pretty cool but there is no mesh.
And so if we were to render this it would just be particles or it would just be a solid cube to actually
bring in a mesh.
What we need to do is check that box and open up this panel.
We have a lot of different options right here.
Let's first go ahead and bake this mesh and you'll be able to see exactly what this does.
It basically takes the flow object adds a mesh around it.
And that is going to be your fluid simulation.
The bake is now done and now we can play our simulation.
And now we have a mash for the fluid simulation just like that and that looks pretty cool
to actually free the mesh and change some of the settings what we do is so like that button right there
called Free mesh and it will change back into a solid cube.
And then we can mess around with the settings.
Let's go through these one by one and I'll be describing exactly what they do.
The first setting that we have here is the uprise factor.
This is a another way to enhance the resolution of the fluid.
Basically it takes the base resolution.
Currently it's at 64 and then it multiplies it.
It's at 2.
So the resolution is going to be around one hundred and twenty eight.
You want to be careful with this value because if you set the base was solution to a low number and
you set the upper s back to really high it can look a little bit strange and it looks kind of choppy
so you want to be careful with this.
If you're going for a very high resolution I recommend turning up the resolution divisions up here to
maybe a value of 256 and then the uprise leaving it at 2.
You can see on screen a lot of different examples of the upgrades being high low and the resolution
being up the particle radius is very similar to the liquid particle radius up here.
Basically it takes a cell of the fluid simulation and adds a radius to this.
The higher you set this to the more blocky the fluid simulation will look you can see on screen a particle
radius of one.
Any particle radius of eight and you can see the differences
underneath that we have speed vectors.
This is for the motion blur in your fluid simulation.
Here we are in a new scene and I've created a basic simulation where there is fluid being emitted into
our scene and I turned on the use speed vectors.
Over on the right side.
Now if we were to render this right now you would not see anything that is because we need to do a couple
more things to get the motion blur to work.
The first thing that you need to do is go over to the settings over here and make sure your render engine
is in cycles.
Evey does not work for the motion blur so make sure you are in cycles.
Next you need to go over to the scene panel the render layers scene panel and then turn on this vector
checkbox.
This will enable us to use a vector pass in the render settings.
Now we can go ahead and select the frame of which we want to render.
I'll just use this one right here and we can go up to render and then click on render image and it will
just take a second to render and then we can add in the motion blur in the composite or the render has
finished and this is our results.
And as you can see there is no motion blur in the scene.
Now what we need to do is go ahead and exit out of this render window and jump over to the compositing
tab right here.
Let's first add in a viewer node to see what we're doing.
So I'm going to hold control shift and then left click on the render layer node to add in a view or
node so we can see what we're doing.
You can press V a couple of times or old V to zoom in you will see that we have a vector pass right
here.
This is the vector pass that will enable us to add in the motion blur the first thing that I'll do is
add an HD noisier so we can just smooth out the image.
So underneath filter all add an ending noise and place that here.
Then I'll take the image and plug that into the composite and then we can add in the motion blur.
So to do this you need to press shift day and go underneath filter and then you can see a vector blur
down here.
So like that and place that right here in between the DNI is node and the view layer.
Then we can plug this into the composite.
At the moment you won't see anything.
And that is because we need to take the vector data and plugging that into the speed over here.
Once we do that the motion blur will update and we'll be able to see it.
As you can see there this blur value controls how strong that motion blur is a value of zero will be
nothing in the value of 1 or even higher than that will be a lot of Blur.
Probably around a value of about point five will look pretty good.
And then we can wait for it to update.
And there you can see this is the motion blur for our scene.
So doing this method can add a lot of realism to your fluid simulation.
So if you're going for realism and you're using cycles try using the vector blur to get some realistic
results.
The next setting that we have here is the mass generator.
Currently it's set to final and this is the more realistic result.
There is also a preview option which is faster for baking but it's a lot lower quality as you can see
there.
So for realistic simulations you should always use the final Mass generator the smoothing positive and
negative values will give you a cool effect.
The higher you set the smoothing positive the more smooth that your food will be.
And then of course the negative will do the opposite.
It will make everything a little bit sharper and more crisp.
You can see the animations on screen the different values and how they change the simulation.
So if you want very smooth fluid try turning out the positive value.
But if you want more sharp with a little more detail you can turn up the negative value and that will
give you some sharper waves and a little bit more choppiness.
The cone cavity upper and lower values helps smooth out the fluid where there is a concave or where
there is a dip in the fluid.
You want to be careful with the lower value because sometimes it can distort the fluid simulation and
you will get some strange results.
Normally the default values will work perfectly fine for most simulations but you can tweak them if
you want and then of course to get the simulation to work all you have to do is click on big mesh and
it will bake in the mesh just like this.
Now you have a mesh in your fluid simulation so there you go.
Those are the basic settings in the mesh and now in the next video we will take a look at the particles.
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