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