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These are the user uploaded subtitles that are being translated: 1 00:00:00,390 --> 00:00:02,460 Hello everyone and welcome to a new video. 2 00:00:02,550 --> 00:00:07,950 In this one we're going to be taking a look at the ocean modifier the ocean modifier allows you to create 3 00:00:07,950 --> 00:00:11,610 realistic ocean's pretty easily to get to it. 4 00:00:11,610 --> 00:00:18,850 You have to have an object selected go over to the modifier tab click Add modifier and then ocean. 5 00:00:19,110 --> 00:00:23,510 Once you do that whatever mess that you have selected will be turned into an ocean. 6 00:00:23,610 --> 00:00:28,050 For this example I use the cube and you can see the cube is gone and replaced with a plain 7 00:00:30,930 --> 00:00:31,740 over on the right. 8 00:00:31,740 --> 00:00:33,290 We have a lot of different options. 9 00:00:33,300 --> 00:00:35,490 This might look a little bit intimidating but don't worry. 10 00:00:35,490 --> 00:00:38,260 It's actually pretty simple to understand. 11 00:00:38,280 --> 00:00:39,940 Let's go through a couple of these. 12 00:00:39,960 --> 00:00:42,510 The first one we have here is the geometry. 13 00:00:42,540 --> 00:00:44,430 So right now it's set to generate. 14 00:00:44,430 --> 00:00:49,140 So it's basically taking the cube getting rid of it and generating a plane. 15 00:00:49,200 --> 00:00:55,800 If I said this to displace it we'll try to displace the original mass which is in this case a cube since 16 00:00:55,800 --> 00:00:59,600 there's only eight vertices on this cube it's not going to work properly. 17 00:00:59,640 --> 00:01:04,790 So most of the time I would set this to generate underneath that we have a couple options here. 18 00:01:04,830 --> 00:01:09,240 We have repeat X. This will just repeat the ocean along the x axis. 19 00:01:09,510 --> 00:01:12,680 So if I turn this up to two you can see it's repeating. 20 00:01:12,810 --> 00:01:17,810 And if I said the Y to two as well you can see it goes back. 21 00:01:18,090 --> 00:01:22,860 I'm going to set both of these back to one underneath that we have time. 22 00:01:22,860 --> 00:01:24,780 This is the time of the ocean. 23 00:01:24,930 --> 00:01:28,500 So if we turn this up you can see the ocean is starting to move 24 00:01:32,120 --> 00:01:32,990 in just a little bit. 25 00:01:32,990 --> 00:01:35,300 We'll be animating this time value. 26 00:01:35,300 --> 00:01:39,660 And so the ocean will be moving in the animation that you saw at the beginning of the video. 27 00:01:39,710 --> 00:01:41,840 The next one we'll talk about is depth. 28 00:01:41,840 --> 00:01:44,960 So this basically is the depth of the ocean. 29 00:01:44,990 --> 00:01:48,470 So if this is set to a high number there's gonna be bigger waves. 30 00:01:48,470 --> 00:01:52,930 If it sets you a lower number it's going to have smaller waves. 31 00:01:52,940 --> 00:01:59,480 So basically since this is set to 200 lender things that this ocean has a depth of two hundred meters 32 00:01:59,570 --> 00:02:00,580 which is quite large. 33 00:02:00,830 --> 00:02:02,730 So there's going to be bigger waves. 34 00:02:02,750 --> 00:02:04,430 We also have the random seed. 35 00:02:04,490 --> 00:02:09,680 So if you currently don't like how the waves look you can set the random see up a little bit and change 36 00:02:09,680 --> 00:02:13,250 it to whatever you want until you find something that you like. 37 00:02:13,250 --> 00:02:16,120 Now we get into the waves before I talk about the choppiness. 38 00:02:16,130 --> 00:02:18,600 I want to first talk about the scale. 39 00:02:18,830 --> 00:02:21,760 So the scale changes how big the waves are. 40 00:02:21,770 --> 00:02:26,180 So you can see if I turn this up the waves become a lot bigger. 41 00:02:26,210 --> 00:02:30,700 And now for the choppiness basically this makes the waves sharper. 42 00:02:30,710 --> 00:02:36,800 So if I zoom in on this wave right here and I turn up the choppiness you can see it kind of pushes the 43 00:02:36,800 --> 00:02:42,780 waves together a little bit and makes the edge a little bit sharper sometimes though if you do it too 44 00:02:42,780 --> 00:02:45,460 much the waves will start to flip through each other. 45 00:02:45,480 --> 00:02:47,550 So you want to be careful with this value. 46 00:02:47,550 --> 00:02:52,650 Also if you set the scale to a higher number as well the waves will start to click through and it will 47 00:02:52,650 --> 00:02:53,880 look a little bit weird. 48 00:02:55,320 --> 00:03:02,210 So I'm going to set this back down to a reasonable number probably around their the smallest wave here. 49 00:03:02,210 --> 00:03:06,460 This is basically the smallest wave that can be in our scene. 50 00:03:06,470 --> 00:03:08,470 So currently it's a two point zero one. 51 00:03:08,480 --> 00:03:12,590 So there's going to be a lot of different waves in our in our ocean. 52 00:03:12,590 --> 00:03:16,340 But if this is set to a higher number it's going to get rid of most the waves. 53 00:03:16,340 --> 00:03:21,470 And so now the smallest wave is six point five meters big. 54 00:03:21,470 --> 00:03:23,630 Normally I would said this to a really low number. 55 00:03:23,640 --> 00:03:27,800 So you can get as much detail in different sizes in the waves. 56 00:03:27,800 --> 00:03:30,590 The wind speed this will also create bigger waves. 57 00:03:30,590 --> 00:03:32,270 If you're using the time value. 58 00:03:32,450 --> 00:03:35,450 So if I turn it up really big I set the time value up. 59 00:03:35,450 --> 00:03:40,150 You can see the ocean is moving quite a bit because there's a lot of wind in the scene. 60 00:03:40,250 --> 00:03:45,190 I'm going to set that back to 30 and now we get into the resolution. 61 00:03:45,260 --> 00:03:46,760 This is pretty easy to understand. 62 00:03:46,760 --> 00:03:49,080 If I turn this up the ocean will look better. 63 00:03:49,160 --> 00:03:52,360 But as you can see the vertices count will also go up. 64 00:03:52,370 --> 00:03:54,910 Currently we're at six thousand seven hundred. 65 00:03:55,070 --> 00:04:01,190 And if I bring this up to let's say 15 we can now see that we're at fifty one thousand vertices. 66 00:04:01,190 --> 00:04:08,960 And if I can press Z and go into wireframe we can see what our ocean looks like for a final render. 67 00:04:08,960 --> 00:04:13,610 I would usually bring this up to a value of thirty two and let's just take a look at that to see how 68 00:04:13,610 --> 00:04:14,120 it looks. 69 00:04:14,200 --> 00:04:18,490 So 32 and you can see there is a lot of geometry. 70 00:04:18,510 --> 00:04:25,040 There's over one million vertices now and there's a lot of detail in our ocean. 71 00:04:25,100 --> 00:04:29,300 I'm going to set this back to 15 just so it runs a little bit faster. 72 00:04:29,480 --> 00:04:33,740 And underneath that we have two different options size and spatial size. 73 00:04:33,980 --> 00:04:40,100 The size right here just basically scales up the ocean it's just like pressing X on a object. 74 00:04:40,100 --> 00:04:43,370 It just scales it up accordingly just like that. 75 00:04:43,370 --> 00:04:49,490 The difference between size and spatial size if I turn up the spatial size this is calculating the size 76 00:04:49,490 --> 00:04:53,460 in meters and it's giving us a more accurate results. 77 00:04:53,570 --> 00:04:57,290 And you can see if I turn this up it's also changing the way the waves look 78 00:05:01,180 --> 00:05:11,510 so it's accurately bringing up the size of our ocean and also making sure the waves stay accordingly. 79 00:05:11,540 --> 00:05:14,930 I'm going to set that back to 50 and now the alignment. 80 00:05:14,990 --> 00:05:17,250 This is the alignment of the waves. 81 00:05:17,330 --> 00:05:23,750 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 82 00:05:23,810 --> 00:05:25,460 are going in one direction 83 00:05:28,760 --> 00:05:30,920 we can also set that direction down here. 84 00:05:30,920 --> 00:05:37,070 So if I wanted to go at a 45 degree angle I could go forty five and then move up the time value and 85 00:05:37,070 --> 00:05:39,890 you can see they're going at a 45 degree angle 86 00:05:43,150 --> 00:05:48,280 if I slowly bring the alignment down it's going to still go in that direction but it's going to be a 87 00:05:48,280 --> 00:05:53,740 little bit more loose and if I bring up the time that you can still see they're going in that direction 88 00:05:53,740 --> 00:05:57,300 but it's not as strict this dampening value. 89 00:05:57,310 --> 00:06:02,910 Basically what this does is it will help all of the waves go in a certain direction. 90 00:06:03,070 --> 00:06:08,260 So if the alignment is all the way up to 10 so it's going every wave is going in that direction and 91 00:06:08,320 --> 00:06:10,690 the dampening is set to zero. 92 00:06:10,690 --> 00:06:15,910 The waves are going to like bounce off each other and there's not going to be that much alignment. 93 00:06:15,910 --> 00:06:18,320 As you can see there they're not going in that direction. 94 00:06:18,400 --> 00:06:22,290 They're just kind of hitting each other and flowing every which way. 95 00:06:22,420 --> 00:06:26,940 If the dampening is all the way up to one every single wave will go in that direction. 96 00:06:26,950 --> 00:06:32,780 As you can see here so the waves are not bouncing off each other they're just flying in that direction 97 00:06:35,820 --> 00:06:41,040 so you can control the strength of the alignment with this damping value and you can get some interesting 98 00:06:41,040 --> 00:06:46,350 results before we get into the Generate normals and foam and all that stuff. 99 00:06:46,530 --> 00:06:51,260 Let's go ahead and set a animation key frame on our time value. 100 00:06:51,420 --> 00:06:57,350 So what I'm going to do is set this value to 1 and then make sure I'm on frame 1. 101 00:06:57,360 --> 00:07:01,600 Then I'm going to hover over the time value and hit I on my keyboard. 102 00:07:01,770 --> 00:07:08,600 Next let's go to frame one hundred and let's try setting this to a value of five. 103 00:07:08,610 --> 00:07:13,620 So once I set it to five I'm going to hit I one more time while hovering over it. 104 00:07:13,650 --> 00:07:20,250 And now if we go back to the start of our animation and hit the spacebar to play we can see what this 105 00:07:20,250 --> 00:07:23,120 looks like now. 106 00:07:23,130 --> 00:07:29,100 You might notice that it starts out slow and then speeds up and then slows down again. 107 00:07:29,130 --> 00:07:34,260 This is because the default for Blender animation is set to a busier curve. 108 00:07:34,260 --> 00:07:37,270 This looks quite weird with an ocean modifier. 109 00:07:37,740 --> 00:07:42,610 So to fix this what we're going to do is open up a new window so drag this out. 110 00:07:42,750 --> 00:07:50,730 Click on this menu here and go over to the graph editor then select your ocean modifier. 111 00:07:50,730 --> 00:07:55,440 Here we can see that this is the curve we have for our animation. 112 00:07:55,440 --> 00:08:02,040 So it starts out slow it speeds up at this angle and then it slows down right at the start to fix this. 113 00:08:02,040 --> 00:08:05,390 We're going to hit T and then set it to linear. 114 00:08:05,580 --> 00:08:09,730 And as you can see here it's now a constant rate. 115 00:08:09,740 --> 00:08:17,520 So now if we play the animation again we can see this is what it looks like and it looks a lot better. 116 00:08:17,610 --> 00:08:24,650 So I'm gonna go ahead and close this off and then I'm gonna set the end frame down here to one hundred. 117 00:08:24,690 --> 00:08:29,250 We can also see that right here we have a little bit of clipping in our ocean. 118 00:08:29,250 --> 00:08:32,570 So what I'm gonna do is bring this scaled down just a little bit. 119 00:08:32,580 --> 00:08:35,530 So that wave doesn't look like that. 120 00:08:35,670 --> 00:08:41,040 Now if we researched the animation and play it this looks pretty good. 121 00:08:41,240 --> 00:08:45,200 Now that we've done that let's go ahead and talk about the general normals and generate foam. 12721

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