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These are the user uploaded subtitles that are being translated: 1 00:00:00,490 --> 00:00:01,210 Hello everyone. 2 00:00:01,210 --> 00:00:07,640 And in this video we are going to learn about index of refraction in the fluid material. 3 00:00:07,990 --> 00:00:11,920 So in TV and cycles there are multiple ways to render fluid. 4 00:00:12,040 --> 00:00:18,310 And in this video we'll focus on cycles in a later section we will jump into E.B. and learn how to render 5 00:00:18,580 --> 00:00:20,930 the water and even make it look realistic. 6 00:00:21,010 --> 00:00:23,350 For this video though we'll stick with cycles. 7 00:00:23,350 --> 00:00:27,910 So what we're gonna do here is render out this simulation that we have. 8 00:00:28,210 --> 00:00:30,810 And basically this is a info object. 9 00:00:30,820 --> 00:00:34,360 This object has a velocity of nine along the X.. 10 00:00:34,600 --> 00:00:39,160 So it's shooting water across and hitting the domain in the domain settings. 11 00:00:39,160 --> 00:00:47,080 I've said the resolution to 128 and I've also set the boundary options to a subdivision of two with 12 00:00:47,110 --> 00:00:51,970 a point zero one particle generate value here. 13 00:00:53,140 --> 00:00:58,890 The animation is a hundred frames long but I want to render this frame here which is frame 30. 14 00:00:58,990 --> 00:01:04,620 And what we're gonna do is look into the material to add a material to your domain. 15 00:01:04,630 --> 00:01:10,510 All you have to do is have it selected go over to the material tab and if you use the default cube you 16 00:01:10,510 --> 00:01:16,020 should already have a material in place if not all you have to do is just click that new button and 17 00:01:16,020 --> 00:01:19,990 a new material will pop up. 18 00:01:20,280 --> 00:01:25,350 You can if you want to change this to a glass shader right here and this is basically what you want 19 00:01:25,350 --> 00:01:31,680 to use for fluid or you can keep the principal shader the principal shader has basically everything 20 00:01:31,680 --> 00:01:34,120 that you'll need for creating materials. 21 00:01:34,140 --> 00:01:37,110 So I'll just leave it as this. 22 00:01:37,110 --> 00:01:42,330 The first thing that I will do is change the color all the way to white so that the value is at one 23 00:01:43,530 --> 00:01:48,500 and then another thing that I'll do is scroll down to the transmission value here. 24 00:01:48,510 --> 00:01:52,800 If you turn this all the way up to 1 it will act like glass. 25 00:01:52,800 --> 00:01:58,230 Currently though the roughness is at point five and if we take a look at the preview you can see this 26 00:01:58,230 --> 00:01:59,660 is what it looks like. 27 00:02:00,030 --> 00:02:03,360 We need to turn the roughness down when actually looks like water. 28 00:02:03,450 --> 00:02:05,780 So our turn that down all the way to zero. 29 00:02:05,820 --> 00:02:07,650 Now you can see through the glass 30 00:02:10,730 --> 00:02:12,250 now let's talk about the Iowa. 31 00:02:12,410 --> 00:02:15,560 And this stands for index of refraction. 32 00:02:15,560 --> 00:02:19,150 This is basically how light passes through the glass. 33 00:02:19,220 --> 00:02:24,760 The light will go through it and bounce a certain number of times and it will distort the way it looks. 34 00:02:24,770 --> 00:02:26,990 And here is where you set that value. 35 00:02:26,990 --> 00:02:32,990 Now if we take a look at this cheat sheet we can see that there are a lot of index of refraction values. 36 00:02:33,410 --> 00:02:37,230 So for example ice is one point three one. 37 00:02:37,280 --> 00:02:42,670 Then if we look at water we can see water is one point three three. 38 00:02:42,680 --> 00:02:48,380 So what we would do is take a look at this sheet right here then go back over to blender and we would 39 00:02:48,380 --> 00:02:52,700 set the index of refraction to that number since I'm going for water. 40 00:02:52,760 --> 00:02:57,720 I'm gonna be setting this to one point three three three. 41 00:02:58,400 --> 00:02:59,570 And there we go. 42 00:02:59,570 --> 00:03:04,910 So now if we take a look at the preview we can see the water is a little distorted and that's what we 43 00:03:04,910 --> 00:03:05,900 want. 44 00:03:05,960 --> 00:03:10,550 Now let's do a quick render with this scene to see how our water looks like. 45 00:03:10,550 --> 00:03:11,830 We need to add some lighting. 46 00:03:11,930 --> 00:03:15,370 So I'm going to be using an HDR to light up our scene. 47 00:03:15,500 --> 00:03:20,510 And if you're following along you can go download this HDR and it's in the article previous to this 48 00:03:20,510 --> 00:03:21,910 video. 49 00:03:22,640 --> 00:03:24,830 So I'm going to go to environment texture. 50 00:03:24,950 --> 00:03:30,250 I'm going to click open and then navigate to where my HDR is are the HDR that I want to use. 51 00:03:30,260 --> 00:03:31,300 Is this one right here. 52 00:03:31,340 --> 00:03:33,390 Dry field for Cape. 53 00:03:33,500 --> 00:03:37,130 So once you have it selected just click open and it will open up into your seat. 54 00:03:38,600 --> 00:03:43,400 I'm going to delete the lamp since we already have some lighting with the HDR and then I'll shift a 55 00:03:43,460 --> 00:03:49,700 and add in a plane to just be the ground and I'll scale it up for the camera. 56 00:03:49,700 --> 00:03:55,400 I'm just going to position it right about here and then hit control alt and then zero on my number pad 57 00:03:55,430 --> 00:03:58,940 to snap the camera to view then with its elected. 58 00:03:58,940 --> 00:04:06,750 I'll just press G middle mouse button and drag it backwards no currently the plane that we use for our 59 00:04:06,750 --> 00:04:12,750 inflow is still in the scene and if we render this you'll see a small plane just hanging out right there 60 00:04:12,750 --> 00:04:13,870 floating in the air. 61 00:04:14,040 --> 00:04:14,700 I don't want that. 62 00:04:14,700 --> 00:04:18,010 So what I'm gonna do is hide it in the rendered view. 63 00:04:18,180 --> 00:04:21,120 You can do that by clicking on this camera icon right here. 64 00:04:21,120 --> 00:04:28,270 And if you don't see these icons just click on this menu and have the camera icon enabled. 65 00:04:28,440 --> 00:04:32,220 Now with that done let's go over to the preview settings. 66 00:04:32,580 --> 00:04:37,650 Here is where you set the samples for your render and the how you set this to the better the image will 67 00:04:37,650 --> 00:04:43,380 look but the longer it will take the render in the light paths we can see that these are the max bounces 68 00:04:44,280 --> 00:04:50,550 sometimes these values will slow down or speed up the render depending on what you're rendering and 69 00:04:50,790 --> 00:04:54,630 these options here reflect a cost X and Refractive cost x. 70 00:04:54,660 --> 00:05:00,660 These are basically the white dots that appear sometimes when you render glass or smoke or anything 71 00:05:00,660 --> 00:05:03,760 that has volume or transparency or glossy ness. 72 00:05:03,930 --> 00:05:07,890 Those are what we call fireflies with these two options. 73 00:05:07,890 --> 00:05:10,900 These will help get rid of those. 74 00:05:11,520 --> 00:05:12,630 Now that that's out of the way. 75 00:05:12,660 --> 00:05:17,910 Let's go ahead and render out this image to render in Blender what you need to do is come up to render 76 00:05:18,240 --> 00:05:20,010 and then click render image. 77 00:05:20,040 --> 00:05:22,680 You can also see the shortcut is at 12:00. 78 00:05:22,920 --> 00:05:29,110 So if I press at 12:00 it will pop up a new window and it will start to render. 79 00:05:29,760 --> 00:05:31,760 Once this is done we'll take a look at it. 80 00:05:31,830 --> 00:05:32,100 All right. 81 00:05:32,100 --> 00:05:33,140 Here is our result. 82 00:05:33,150 --> 00:05:35,180 And as you can see it does look pretty nice. 83 00:05:35,190 --> 00:05:40,740 The water's nice and clear there's a lot of reflections on the side and that is how you create realistic 84 00:05:40,740 --> 00:05:45,030 water in the next video we'll take a look at the ocean modifier. 8514

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