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We have two different checkboxes right here generate normals and generate phone generate normals will
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enable us to generate the normal maps for this plane here and then use those in the material editor
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for this example though we aren't gonna use that we will turn on January foam though and I'll show you
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exactly how that works.
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So if we turn on generate foam we can set the coverage right here.
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This determines how much foam is in our scene.
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So if I said this to a value of point two that's a pretty decent amount of foam and that will look pretty
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good if you set this to higher like let's say 1 your ocean will be completely filled with foam and then
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we'll just look white.
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So you want to be careful with this value.
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And I'm just gonna go with a point to next to that we have foam data layer name.
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This is where we set a name for our foam which we can then import into the material for this case.
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I'm gonna be type in in foam.
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And so now when we go into the node Ed we'll use that name to bring in the foam.
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We also have the option to bake in our ocean and we can set the foam fade when the foam FADES OUT THE
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END frame right here.
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And the cash path you don't have to bake in this ocean modifier but it has its advantages.
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For example it's faster when you use store data rather than recalculating it every time you play it.
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It also allows for external renders.
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So for example if you send this to a render farm you might want to bake in the ocean and then it also
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enables you to have more advanced foam maps.
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So basically that means if we click a bake it'll take our phone data and convert it into a bunch of
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images and place it into the folder that we specify right here.
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So what I did for a test I set a custom bake folder right here and we can see all of the files that
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it export it.
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It's currently going up to a value of 40 and we can see the displacement map.
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It's dot E X R and then we also have the foam dot e x r.
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Now if you have a program like Photoshop you can open up these files and see what they look like.
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So if I go over to Photoshop we can see this is what our foam layer looks like.
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You can see there is a lot of foam in our scene.
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And then this is what the displacement map looks like.
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So with this data you can go ahead and put those into the note Ed and have some more complex.
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You can animate this.
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There's a lot more things that you can do with baking your ocean rather than just setting it to generate
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foam for this sitar although we will only use generate foam and we're not going to be sitting in a cash
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folder now that we've clicked on generate foam.
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Let's go ahead and set up the material.
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So first off for the lighting because I want to be able to see what this looks like.
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I'm going to be using an HDR.
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Now there is a link to this HDR in the project files or in the article previous to this video.
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So once you have it go over to the world settings click on this button here and click on environment
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texture the environment texture allows you to import 360 degree images into your scene then click open
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navigate to where your HDR is are mine are right here then click on the three K and then go open.
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Image once we do that we combine Z and go into rendered view and currently I'm using cycles and we can
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see that our HDR is working.
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Now I don't want to see the HDR.
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So what I'm going to do is go over to the world's settings underneath Phil underneath film.
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I'm going to turn on transparent so we only see the ocean next.
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Let's set up the material.
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So with the ocean selected I'm going to open up a new window click on this button here and go to the
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shader editor then I'm gonna hit end close off that panel for this ocean modifier.
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I'm going to select my principal shader and set the transmission value all the way up to 1.
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This will enable it to look like glass.
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Then we need this set the roughness down to zero.
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And we can see this is the effect and then the Iowa which we talked about in a previous video we're
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going to be setting this to one point three three three for the base color.
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I'm going to be setting this to a blue color and then I'm also going to darken this up.
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So somewhere around there we'll look pretty good.
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And as you can see here is starting to look like an ocean.
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The next thing I'll do is I'll import that foam layer.
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So to do this we're gonna give ourselves a little bit of room.
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I'll press shift day add in a shader and then add shader place that right here.
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Then I'll press shift a go to input and then attribute.
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Now here is where we type in that name.
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So if we take a look at our name here we have a phone.
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So let's go ahead and type in the word phone.
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And now if we add in a let's just move this a little bit over here.
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If we add in another principal shader we'll go shader principled.
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Right.
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Here we take the color.
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Plug it into the base and then take this output and plug it into the add shader we can see we have some
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foam in our scene.
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So what I'm going to do is bring up the transmission just a little bit and I'm also gonna set the Iowa
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to one point three three three.
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And the roughness all turned down to a value of point one.
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Now that looks pretty good right now but you can't really see the foam too well.
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So to fix that let's go ahead and press ship day and add an a color and then hue saturation node and
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place that in between the attribute and the principal charter.
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Now if we turn up this value to let's say for we can see the foam a lot better.
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Another thing I'll do is I'll set the resolution to a higher number.
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So let's go with 32
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and once we do that we can see Blender is starting to slow down.
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And there we can see a lot more detail in our foam and that is looking pretty sweet.
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Now if you want more control over where the foam is what we can do is press ship day and add in a converter
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and then color ramp.
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I'll place that in between the hue saturation and the principle chatter.
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If I drag this color ramp closer the Black Value closer to the White it'll clamp down on that foam.
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And as you can see there's a lot less in our scene if I drag the white over it'll add more color or
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more foam to our scene just like this and we can get some interesting results.
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I'm gonna go with a little bit black because I think it's a little too much foam at the moment so I'll
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drag it up just a tiny bit somewhere around there.
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And that looks pretty neat.
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Now that we've done that I think we are ready to render.
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So I'm gonna go ahead and select that lab and press X and delete it.
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Then I'll just close out this window right here.
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The next thing I'll do is I'll present and go into solid view and find a find a frame that I like so
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I'll just scroll through here a little bit and maybe I'll try 60 so frame is seventy seven is the one
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that I like.
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So this is the one that I will render.
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So next I'll just position the camera somewhere around here I'll hit control alt and num pad zero to
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snap camera to view command option zero on a Mac then all select my camera G middle mouse button and
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drag it back until we can see the full ocean.
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Now you might get this clipping right here and that is because blenders default setting and the camera
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setting the end is set to 100 meters.
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So currently that's longer than 100 meters away.
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So we need to set the end value to let's say 500 in the camera settings right here and there we go we
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can see the entire ocean now
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so this frame looks pretty good.
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Then I'll go over to the sampling.
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I'll leave it at one hundred and twenty eight and everything else is perfectly fine.
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Then what I'll do is I'll go through render and click on render image.
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All right.
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So here is our result that looks pretty good.
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You can see the foam looks really nice.
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So now you can go ahead and render this into an animation or just a regular image and send it to me.
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I would love to see what you create.
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Thank you for watching and I'll see you guys in the next section.
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