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These are the user uploaded subtitles that are being translated: 1 00:00:00,330 --> 00:00:06,510 We have two different checkboxes right here generate normals and generate phone generate normals will 2 00:00:06,510 --> 00:00:12,630 enable us to generate the normal maps for this plane here and then use those in the material editor 3 00:00:14,250 --> 00:00:18,330 for this example though we aren't gonna use that we will turn on January foam though and I'll show you 4 00:00:18,330 --> 00:00:19,620 exactly how that works. 5 00:00:20,700 --> 00:00:24,530 So if we turn on generate foam we can set the coverage right here. 6 00:00:24,540 --> 00:00:27,430 This determines how much foam is in our scene. 7 00:00:27,480 --> 00:00:34,080 So if I said this to a value of point two that's a pretty decent amount of foam and that will look pretty 8 00:00:34,080 --> 00:00:40,050 good if you set this to higher like let's say 1 your ocean will be completely filled with foam and then 9 00:00:40,050 --> 00:00:41,940 we'll just look white. 10 00:00:41,940 --> 00:00:43,710 So you want to be careful with this value. 11 00:00:43,710 --> 00:00:48,400 And I'm just gonna go with a point to next to that we have foam data layer name. 12 00:00:48,420 --> 00:00:54,150 This is where we set a name for our foam which we can then import into the material for this case. 13 00:00:54,150 --> 00:00:55,760 I'm gonna be type in in foam. 14 00:00:55,890 --> 00:01:00,870 And so now when we go into the node Ed we'll use that name to bring in the foam. 15 00:01:00,870 --> 00:01:07,650 We also have the option to bake in our ocean and we can set the foam fade when the foam FADES OUT THE 16 00:01:07,650 --> 00:01:08,840 END frame right here. 17 00:01:08,910 --> 00:01:15,520 And the cash path you don't have to bake in this ocean modifier but it has its advantages. 18 00:01:15,540 --> 00:01:21,950 For example it's faster when you use store data rather than recalculating it every time you play it. 19 00:01:22,020 --> 00:01:24,150 It also allows for external renders. 20 00:01:24,150 --> 00:01:30,420 So for example if you send this to a render farm you might want to bake in the ocean and then it also 21 00:01:30,420 --> 00:01:34,290 enables you to have more advanced foam maps. 22 00:01:34,290 --> 00:01:40,050 So basically that means if we click a bake it'll take our phone data and convert it into a bunch of 23 00:01:40,080 --> 00:01:45,360 images and place it into the folder that we specify right here. 24 00:01:45,360 --> 00:01:51,180 So what I did for a test I set a custom bake folder right here and we can see all of the files that 25 00:01:51,180 --> 00:01:52,180 it export it. 26 00:01:52,500 --> 00:01:57,120 It's currently going up to a value of 40 and we can see the displacement map. 27 00:01:57,180 --> 00:02:02,340 It's dot E X R and then we also have the foam dot e x r. 28 00:02:02,440 --> 00:02:08,270 Now if you have a program like Photoshop you can open up these files and see what they look like. 29 00:02:08,340 --> 00:02:13,530 So if I go over to Photoshop we can see this is what our foam layer looks like. 30 00:02:13,530 --> 00:02:15,840 You can see there is a lot of foam in our scene. 31 00:02:15,840 --> 00:02:19,710 And then this is what the displacement map looks like. 32 00:02:19,710 --> 00:02:25,790 So with this data you can go ahead and put those into the note Ed and have some more complex. 33 00:02:25,890 --> 00:02:27,200 You can animate this. 34 00:02:27,240 --> 00:02:33,030 There's a lot more things that you can do with baking your ocean rather than just setting it to generate 35 00:02:33,030 --> 00:02:38,790 foam for this sitar although we will only use generate foam and we're not going to be sitting in a cash 36 00:02:38,790 --> 00:02:41,520 folder now that we've clicked on generate foam. 37 00:02:41,520 --> 00:02:43,490 Let's go ahead and set up the material. 38 00:02:43,950 --> 00:02:47,670 So first off for the lighting because I want to be able to see what this looks like. 39 00:02:47,730 --> 00:02:49,950 I'm going to be using an HDR. 40 00:02:50,070 --> 00:02:56,040 Now there is a link to this HDR in the project files or in the article previous to this video. 41 00:02:56,070 --> 00:03:01,920 So once you have it go over to the world settings click on this button here and click on environment 42 00:03:01,950 --> 00:03:10,590 texture the environment texture allows you to import 360 degree images into your scene then click open 43 00:03:11,060 --> 00:03:17,370 navigate to where your HDR is are mine are right here then click on the three K and then go open. 44 00:03:17,370 --> 00:03:25,830 Image once we do that we combine Z and go into rendered view and currently I'm using cycles and we can 45 00:03:25,830 --> 00:03:28,240 see that our HDR is working. 46 00:03:28,530 --> 00:03:30,290 Now I don't want to see the HDR. 47 00:03:30,300 --> 00:03:36,070 So what I'm going to do is go over to the world's settings underneath Phil underneath film. 48 00:03:36,090 --> 00:03:42,420 I'm going to turn on transparent so we only see the ocean next. 49 00:03:42,420 --> 00:03:43,560 Let's set up the material. 50 00:03:43,560 --> 00:03:49,080 So with the ocean selected I'm going to open up a new window click on this button here and go to the 51 00:03:49,080 --> 00:03:55,690 shader editor then I'm gonna hit end close off that panel for this ocean modifier. 52 00:03:55,700 --> 00:04:01,210 I'm going to select my principal shader and set the transmission value all the way up to 1. 53 00:04:01,250 --> 00:04:04,580 This will enable it to look like glass. 54 00:04:04,580 --> 00:04:07,180 Then we need this set the roughness down to zero. 55 00:04:07,190 --> 00:04:12,900 And we can see this is the effect and then the Iowa which we talked about in a previous video we're 56 00:04:12,910 --> 00:04:17,260 going to be setting this to one point three three three for the base color. 57 00:04:17,270 --> 00:04:21,620 I'm going to be setting this to a blue color and then I'm also going to darken this up. 58 00:04:22,370 --> 00:04:24,920 So somewhere around there we'll look pretty good. 59 00:04:24,920 --> 00:04:28,260 And as you can see here is starting to look like an ocean. 60 00:04:28,280 --> 00:04:30,760 The next thing I'll do is I'll import that foam layer. 61 00:04:30,950 --> 00:04:33,980 So to do this we're gonna give ourselves a little bit of room. 62 00:04:34,130 --> 00:04:40,010 I'll press shift day add in a shader and then add shader place that right here. 63 00:04:40,010 --> 00:04:44,500 Then I'll press shift a go to input and then attribute. 64 00:04:44,540 --> 00:04:46,450 Now here is where we type in that name. 65 00:04:46,460 --> 00:04:49,540 So if we take a look at our name here we have a phone. 66 00:04:49,570 --> 00:04:52,480 So let's go ahead and type in the word phone. 67 00:04:52,610 --> 00:04:56,650 And now if we add in a let's just move this a little bit over here. 68 00:04:56,780 --> 00:05:00,530 If we add in another principal shader we'll go shader principled. 69 00:05:00,590 --> 00:05:00,830 Right. 70 00:05:00,820 --> 00:05:03,410 Here we take the color. 71 00:05:03,410 --> 00:05:09,890 Plug it into the base and then take this output and plug it into the add shader we can see we have some 72 00:05:09,890 --> 00:05:11,210 foam in our scene. 73 00:05:11,960 --> 00:05:17,840 So what I'm going to do is bring up the transmission just a little bit and I'm also gonna set the Iowa 74 00:05:17,870 --> 00:05:19,980 to one point three three three. 75 00:05:20,300 --> 00:05:24,700 And the roughness all turned down to a value of point one. 76 00:05:24,710 --> 00:05:29,180 Now that looks pretty good right now but you can't really see the foam too well. 77 00:05:29,180 --> 00:05:35,210 So to fix that let's go ahead and press ship day and add an a color and then hue saturation node and 78 00:05:35,210 --> 00:05:39,730 place that in between the attribute and the principal charter. 79 00:05:39,770 --> 00:05:46,610 Now if we turn up this value to let's say for we can see the foam a lot better. 80 00:05:46,610 --> 00:05:50,330 Another thing I'll do is I'll set the resolution to a higher number. 81 00:05:50,330 --> 00:05:51,680 So let's go with 32 82 00:05:54,410 --> 00:05:57,740 and once we do that we can see Blender is starting to slow down. 83 00:05:57,980 --> 00:06:04,350 And there we can see a lot more detail in our foam and that is looking pretty sweet. 84 00:06:04,640 --> 00:06:11,120 Now if you want more control over where the foam is what we can do is press ship day and add in a converter 85 00:06:11,210 --> 00:06:12,680 and then color ramp. 86 00:06:12,800 --> 00:06:17,120 I'll place that in between the hue saturation and the principle chatter. 87 00:06:18,110 --> 00:06:24,560 If I drag this color ramp closer the Black Value closer to the White it'll clamp down on that foam. 88 00:06:24,560 --> 00:06:31,460 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 89 00:06:31,460 --> 00:06:38,020 more foam to our scene just like this and we can get some interesting results. 90 00:06:38,090 --> 00:06:42,560 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 91 00:06:42,560 --> 00:06:45,920 drag it up just a tiny bit somewhere around there. 92 00:06:47,120 --> 00:06:49,490 And that looks pretty neat. 93 00:06:49,700 --> 00:06:52,290 Now that we've done that I think we are ready to render. 94 00:06:52,700 --> 00:06:56,560 So I'm gonna go ahead and select that lab and press X and delete it. 95 00:06:56,780 --> 00:07:00,040 Then I'll just close out this window right here. 96 00:07:00,290 --> 00:07:06,560 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 97 00:07:06,590 --> 00:07:13,160 I'll just scroll through here a little bit and maybe I'll try 60 so frame is seventy seven is the one 98 00:07:13,160 --> 00:07:13,700 that I like. 99 00:07:13,700 --> 00:07:16,080 So this is the one that I will render. 100 00:07:16,130 --> 00:07:22,890 So next I'll just position the camera somewhere around here I'll hit control alt and num pad zero to 101 00:07:22,890 --> 00:07:30,680 snap camera to view command option zero on a Mac then all select my camera G middle mouse button and 102 00:07:30,680 --> 00:07:35,000 drag it back until we can see the full ocean. 103 00:07:35,030 --> 00:07:39,680 Now you might get this clipping right here and that is because blenders default setting and the camera 104 00:07:39,700 --> 00:07:42,170 setting the end is set to 100 meters. 105 00:07:42,170 --> 00:07:46,160 So currently that's longer than 100 meters away. 106 00:07:46,160 --> 00:07:52,070 So we need to set the end value to let's say 500 in the camera settings right here and there we go we 107 00:07:52,070 --> 00:07:53,780 can see the entire ocean now 108 00:07:57,500 --> 00:07:59,100 so this frame looks pretty good. 109 00:07:59,120 --> 00:08:01,530 Then I'll go over to the sampling. 110 00:08:01,550 --> 00:08:06,560 I'll leave it at one hundred and twenty eight and everything else is perfectly fine. 111 00:08:06,560 --> 00:08:11,590 Then what I'll do is I'll go through render and click on render image. 112 00:08:11,680 --> 00:08:11,980 All right. 113 00:08:11,980 --> 00:08:14,410 So here is our result that looks pretty good. 114 00:08:14,410 --> 00:08:16,670 You can see the foam looks really nice. 115 00:08:16,720 --> 00:08:21,730 So now you can go ahead and render this into an animation or just a regular image and send it to me. 116 00:08:21,730 --> 00:08:24,930 I would love to see what you create. 117 00:08:24,940 --> 00:08:27,310 Thank you for watching and I'll see you guys in the next section. 12298

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