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Hello everyone and welcome to a new video.
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In this one we're going to be taking a look at the ocean modifier the ocean modifier allows you to create
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realistic ocean's pretty easily to get to it.
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You have to have an object selected go over to the modifier tab click Add modifier and then ocean.
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Once you do that whatever mess that you have selected will be turned into an ocean.
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For this example I use the cube and you can see the cube is gone and replaced with a plain
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over on the right.
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We have a lot of different options.
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This might look a little bit intimidating but don't worry.
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It's actually pretty simple to understand.
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Let's go through a couple of these.
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The first one we have here is the geometry.
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So right now it's set to generate.
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So it's basically taking the cube getting rid of it and generating a plane.
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If I said this to displace it we'll try to displace the original mass which is in this case a cube since
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there's only eight vertices on this cube it's not going to work properly.
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So most of the time I would set this to generate underneath that we have a couple options here.
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We have repeat X. This will just repeat the ocean along the x axis.
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So if I turn this up to two you can see it's repeating.
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And if I said the Y to two as well you can see it goes back.
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I'm going to set both of these back to one underneath that we have time.
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This is the time of the ocean.
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So if we turn this up you can see the ocean is starting to move
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in just a little bit.
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We'll be animating this time value.
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And so the ocean will be moving in the animation that you saw at the beginning of the video.
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The next one we'll talk about is depth.
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So this basically is the depth of the ocean.
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So if this is set to a high number there's gonna be bigger waves.
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If it sets you a lower number it's going to have smaller waves.
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So basically since this is set to 200 lender things that this ocean has a depth of two hundred meters
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which is quite large.
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So there's going to be bigger waves.
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We also have the random seed.
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So if you currently don't like how the waves look you can set the random see up a little bit and change
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it to whatever you want until you find something that you like.
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Now we get into the waves before I talk about the choppiness.
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I want to first talk about the scale.
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So the scale changes how big the waves are.
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So you can see if I turn this up the waves become a lot bigger.
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And now for the choppiness basically this makes the waves sharper.
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So if I zoom in on this wave right here and I turn up the choppiness you can see it kind of pushes the
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waves together a little bit and makes the edge a little bit sharper sometimes though if you do it too
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much the waves will start to flip through each other.
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So you want to be careful with this value.
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Also if you set the scale to a higher number as well the waves will start to click through and it will
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look a little bit weird.
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So I'm going to set this back down to a reasonable number probably around their the smallest wave here.
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This is basically the smallest wave that can be in our scene.
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So currently it's a two point zero one.
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So there's going to be a lot of different waves in our in our ocean.
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But if this is set to a higher number it's going to get rid of most the waves.
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And so now the smallest wave is six point five meters big.
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Normally I would said this to a really low number.
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So you can get as much detail in different sizes in the waves.
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The wind speed this will also create bigger waves.
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If you're using the time value.
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So if I turn it up really big I set the time value up.
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You can see the ocean is moving quite a bit because there's a lot of wind in the scene.
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I'm going to set that back to 30 and now we get into the resolution.
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This is pretty easy to understand.
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If I turn this up the ocean will look better.
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But as you can see the vertices count will also go up.
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Currently we're at six thousand seven hundred.
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And if I bring this up to let's say 15 we can now see that we're at fifty one thousand vertices.
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And if I can press Z and go into wireframe we can see what our ocean looks like for a final render.
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I would usually bring this up to a value of thirty two and let's just take a look at that to see how
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it looks.
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So 32 and you can see there is a lot of geometry.
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There's over one million vertices now and there's a lot of detail in our ocean.
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I'm going to set this back to 15 just so it runs a little bit faster.
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And underneath that we have two different options size and spatial size.
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The size right here just basically scales up the ocean it's just like pressing X on a object.
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It just scales it up accordingly just like that.
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The difference between size and spatial size if I turn up the spatial size this is calculating the size
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in meters and it's giving us a more accurate results.
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And you can see if I turn this up it's also changing the way the waves look
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so it's accurately bringing up the size of our ocean and also making sure the waves stay accordingly.
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I'm going to set that back to 50 and now the alignment.
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This is the alignment of the waves.
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So if I turn this all the way up to 10 and then I turn up the time value you can see the ocean waves
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are going in one direction
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we can also set that direction down here.
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So if I wanted to go at a 45 degree angle I could go forty five and then move up the time value and
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you can see they're going at a 45 degree angle
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if I slowly bring the alignment down it's going to still go in that direction but it's going to be a
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little bit more loose and if I bring up the time that you can still see they're going in that direction
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but it's not as strict this dampening value.
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Basically what this does is it will help all of the waves go in a certain direction.
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So if the alignment is all the way up to 10 so it's going every wave is going in that direction and
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the dampening is set to zero.
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The waves are going to like bounce off each other and there's not going to be that much alignment.
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As you can see there they're not going in that direction.
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They're just kind of hitting each other and flowing every which way.
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If the dampening is all the way up to one every single wave will go in that direction.
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As you can see here so the waves are not bouncing off each other they're just flying in that direction
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so you can control the strength of the alignment with this damping value and you can get some interesting
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results before we get into the Generate normals and foam and all that stuff.
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Let's go ahead and set a animation key frame on our time value.
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So what I'm going to do is set this value to 1 and then make sure I'm on frame 1.
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Then I'm going to hover over the time value and hit I on my keyboard.
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Next let's go to frame one hundred and let's try setting this to a value of five.
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So once I set it to five I'm going to hit I one more time while hovering over it.
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And now if we go back to the start of our animation and hit the spacebar to play we can see what this
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looks like now.
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You might notice that it starts out slow and then speeds up and then slows down again.
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This is because the default for Blender animation is set to a busier curve.
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This looks quite weird with an ocean modifier.
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So to fix this what we're going to do is open up a new window so drag this out.
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Click on this menu here and go over to the graph editor then select your ocean modifier.
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Here we can see that this is the curve we have for our animation.
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So it starts out slow it speeds up at this angle and then it slows down right at the start to fix this.
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We're going to hit T and then set it to linear.
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And as you can see here it's now a constant rate.
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So now if we play the animation again we can see this is what it looks like and it looks a lot better.
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So I'm gonna go ahead and close this off and then I'm gonna set the end frame down here to one hundred.
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We can also see that right here we have a little bit of clipping in our ocean.
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So what I'm gonna do is bring this scaled down just a little bit.
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So that wave doesn't look like that.
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Now if we researched the animation and play it this looks pretty good.
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Now that we've done that let's go ahead and talk about the general normals and generate foam.
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