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Hello everyone.
And in this video we are going to learn about index of refraction in the fluid material.
So in TV and cycles there are multiple ways to render fluid.
And in this video we'll focus on cycles in a later section we will jump into E.B. and learn how to render
the water and even make it look realistic.
For this video though we'll stick with cycles.
So what we're gonna do here is render out this simulation that we have.
And basically this is a info object.
This object has a velocity of nine along the X..
So it's shooting water across and hitting the domain in the domain settings.
I've said the resolution to 128 and I've also set the boundary options to a subdivision of two with
a point zero one particle generate value here.
The animation is a hundred frames long but I want to render this frame here which is frame 30.
And what we're gonna do is look into the material to add a material to your domain.
All you have to do is have it selected go over to the material tab and if you use the default cube you
should already have a material in place if not all you have to do is just click that new button and
a new material will pop up.
You can if you want to change this to a glass shader right here and this is basically what you want
to use for fluid or you can keep the principal shader the principal shader has basically everything
that you'll need for creating materials.
So I'll just leave it as this.
The first thing that I will do is change the color all the way to white so that the value is at one
and then another thing that I'll do is scroll down to the transmission value here.
If you turn this all the way up to 1 it will act like glass.
Currently though the roughness is at point five and if we take a look at the preview you can see this
is what it looks like.
We need to turn the roughness down when actually looks like water.
So our turn that down all the way to zero.
Now you can see through the glass
now let's talk about the Iowa.
And this stands for index of refraction.
This is basically how light passes through the glass.
The light will go through it and bounce a certain number of times and it will distort the way it looks.
And here is where you set that value.
Now if we take a look at this cheat sheet we can see that there are a lot of index of refraction values.
So for example ice is one point three one.
Then if we look at water we can see water is one point three three.
So what we would do is take a look at this sheet right here then go back over to blender and we would
set the index of refraction to that number since I'm going for water.
I'm gonna be setting this to one point three three three.
And there we go.
So now if we take a look at the preview we can see the water is a little distorted and that's what we
want.
Now let's do a quick render with this scene to see how our water looks like.
We need to add some lighting.
So I'm going to be using an HDR to light up our scene.
And if you're following along you can go download this HDR and it's in the article previous to this
video.
So I'm going to go to environment texture.
I'm going to click open and then navigate to where my HDR is are the HDR that I want to use.
Is this one right here.
Dry field for Cape.
So once you have it selected just click open and it will open up into your seat.
I'm going to delete the lamp since we already have some lighting with the HDR and then I'll shift a
and add in a plane to just be the ground and I'll scale it up for the camera.
I'm just going to position it right about here and then hit control alt and then zero on my number pad
to snap the camera to view then with its elected.
I'll just press G middle mouse button and drag it backwards no currently the plane that we use for our
inflow is still in the scene and if we render this you'll see a small plane just hanging out right there
floating in the air.
I don't want that.
So what I'm gonna do is hide it in the rendered view.
You can do that by clicking on this camera icon right here.
And if you don't see these icons just click on this menu and have the camera icon enabled.
Now with that done let's go over to the preview settings.
Here is where you set the samples for your render and the how you set this to the better the image will
look but the longer it will take the render in the light paths we can see that these are the max bounces
sometimes these values will slow down or speed up the render depending on what you're rendering and
these options here reflect a cost X and Refractive cost x.
These are basically the white dots that appear sometimes when you render glass or smoke or anything
that has volume or transparency or glossy ness.
Those are what we call fireflies with these two options.
These will help get rid of those.
Now that that's out of the way.
Let's go ahead and render out this image to render in Blender what you need to do is come up to render
and then click render image.
You can also see the shortcut is at 12:00.
So if I press at 12:00 it will pop up a new window and it will start to render.
Once this is done we'll take a look at it.
All right.
Here is our result.
And as you can see it does look pretty nice.
The water's nice and clear there's a lot of reflections on the side and that is how you create realistic
water in the next video we'll take a look at the ocean modifier.
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