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