Transcripts
1. Trailer: This course will teach
you everything you need to know about 3D
environments in Blender. Lot of people, when they tried
to make 3D environments, they end up with a result
that looks like this. I don't want you to
get such results and my mission is to
help you with that. This course will teach
you everything about how to make epic through the
environments in Blender. And I mean, every day, what are the
different approaches to create 3D environments? What do we mean by displacement? How to make something
look realistic and get results
like professionals, how to understand
nodes and build complex materials easily like the one you see it right now. Lighting, compositing,
rendering layers, cycles versus EV and more. We will demystify all of those topics once
and for all in a way that you will never have
to struggle with them again from creating hot deserts, deep oceans do huge
snowy mountains. We get them all net only
when you finish this scores, you will end up with a
solid understanding of how to make your environments
look so in gorgeous. But you will learn along the way some really valuable
informations and tricks that you won't
find anywhere else. And that will take your
skills to the next level. So even though this
course might sound like it has just about
3D environments, it is just a topic
that will help me explain a lot of things, but don't get me wrong. I'm not going to give you fish. I'm going to teach you how to fish so that by the
end of the scores, you will be able to create
whatever you have in mind. This course is built
from the ground up to suit whatever
your level in Blender, we will explain
everything in detail that you understand
exactly what we're doing. And most importantly,
why in the first place, this scores is not just about showing you
the buttons to hit, but most importantly,
why am doing whatever I'm doing and what is my thought process
along the way, which I think is the most valuable skill
that you can develop. So basically the scores is a really tasty pastor for all the beginners out there with some spicy sauce on top for
the ones who are looking for some advanced stuff
and wanted to take their 3D renders
to the next level. There is a value in this
scores for everyone no matter your level and simply it will just blow in your mind. Now if all of that sounded
exciting to you, believe me, this scores will be
a huge investment in your 3D skills that
you will never regret. Trust me and dad enough
for me for this video, and it is time to talk to
you all and saw the course. Yeah, go down.
2. Studying References: Hello and welcome to
the ocean shaft or everyone that is kind
of self-explanatory, we will create an ocean
and there's video. And as I mentioned before, if you want the cheapest way to achieve some
photo-realistic result, you need to study
some references. And here's our, a couple of
references that I gathered. I didn't want to
like to basically gather hundreds of
them or any of that. These four pictures
basically will contain all what we need in terms
of look and all of that. I really like how
this picture look, how basically the raw really small waves right
here on the ocean. And the basically it is
like in the horizon. It is all forget
all of that for me. I think this is actually
the closest thing to the way of how an
imagining this seem to be also there is this one
which I really like the vibes of it and the color scheme and the
palate and all of that. It just feels so moody
and cold and all of that. Also there is this
one right here, which also it is pretty similar to this except
the color of the water. And the other thing is that
the water right here is like door or a little bit more
waves in terms of look, it is pretty similar
to the result that we wanted to create
the final shot, which a lot of you might say, but hey, do you want to create
small waves are big waves. The main reason I really
like this picture, it is not because of the
ways or any of that, but I really like it because
it is somehow scary. The emotional reaction that
most people will get by looking or by staring at
this picture is that hey, we are in the middle
of the ocean. Everything is like cloudy and foggy and we can see anything. And it is just scary in terms of vibes and the emotional
reaction that I want people to get out
of our shot to be something similar to this
in terms of reaction, but not in terms of
looked, in terms of look, I want something looking
more like this with an emotional reaction
of something like this. And you will see how we
will do that later on. Also, I gathered a couple of videos which I think
they will be helpful, which you will find in
the Resources folder. And there is this video
that I found on YouTube, which also basically capture the essence of the shot
that I wanted to create. There are like, really like steady and smooth
waves right here on the surface of the ocean
with a really moody clouds. And it is like a little
bit forget all of that. This is the closest footage
in terms of log that I found. Of course, there are a
couple of things that we will change our shot. The main difference
is that in our case, our camera will fly over
the ocean and it will definitely be a little bit more forgiving than this I think. But yeah, this video like really captures the essence of
what I wanted to create. And yeah, I think by combining this video with like this
couple of pictures right here, we do have a really
solid background to start basically creating the
ocean we want to create. I don't want to bother you a
lot with studying references and all of that because it was certain extent it is boring. But I will see you in the
next video where we will start creating this
ocean. See you there.
3. Scene preparation: In this video, we will prepare our blender for the work
that we will be doing. So I will go to general, I don't need the cube and
I don't need this slide. Let's jump to the render tab. Make sure to change
from EV two cycles because this the rendering
engine that we will be using for the final
product and for the feature set you can go
actually would support it. We won't be using
any sort of like micro displacement
or any of that. So supported will be good
for now and for the device, as you probably know, in case you have a decent GPU card or an
external graphic card. Other than then, if you're
the one built in your CPU, make sure to just
change the GPU compute. This will basically
make Blender faster. In my case, I will put
GPU compute for you. If you don't have
an external card, just change it to CPU. It ain't a big deal. It will just make Blender
faster for the viewport, I will change from the
Max sample from 1024, which is a little bit
overkill to be honest, I would like to just
change it to 32. I don't need all of
those samples in my 3D viewport because
I don't have like really complex
scene to be honest, and it will just make Blender faster for the max
sample for the render, we will get back to them later on for the output properties, as you probably know, I'm using this weird
resolution which is 2560, which is like some sort of like for k. But in cinema scope, what I mean by that is like when you watch a
movie that there was those black bars on top and
on the bottom of the picture, which basically gives you
the illusion of widescreen. By inputting this
numbers 2560 by 1080, you will get that same look. Our camera will be like this, which is similar to
the way we watched movies or to the aspect
ratio of movies. For my frame rate, I will change it from 250. I will change it basically 240. I only need ten seconds, 24 multiplied by ten seconds. That's 244, the
output right here. I will keep it a PNG. I don't need any extra
data that I will find from other outputs
like opening XR, open EX or multi-layer and tiff. I will just leave it at P&G and just drop the
compression to 0. So there is not any sort of like compression happening on
the final images that were. There'll will get
after the render is finished in case you
need more data or you need more flexibility on your final images
in case you want to manipulate them or you need more flexibility on the
compositing process. Just as I mentioned, just use for example, tiff. It is a good option, Open XR and open edX or
multi-layer, they're all good. Other than that, I will
basically add the plane, shift a mesh and add a plane. For this plane, I
will go to Modifiers, add a modifier, and I would like just pick the
ocean modifier. It doesn't matter to scale the mirror plane or any of that because there is a
built-in presets for the ocean with a
fire inside of Blender. So don't waste your
time trying to scale it and make it
realistic and all that. It ain't a big deal. We will
be scaling the spleen and the ocean in general by
using the ocean modifier. Now of course some of
you might ask right now, what is like the ocean modify, what is its role isn't
just like basically a one-click solution to create oceans in Blender.
And let's say it. And the answer to a
certain extent it is zs, but like anything in blender, you need to tweak
different settings and all of that until you get a result that you're
kind of satisfied web. So yeah, that's basically
what we're gonna do in the next
video where we will basically start adjusting
different settings in the ocean modifier
and get the look that we want to see
you in the next video.
4. Ocean modifier and Scene Lighting: Hello. In this video we'll create
the look of our ocean. So, yeah, let's just do that. Now, as I probably mentioned
in the previous video, the main driving engine for
the ocean that we will be creating is actually this
ocean modifier here. The ocean would define
it as basically, as I mentioned, also, it is a tool inside of a blender
that allows us to create somehow a realistic looking
Ocean in terms of like forum, let's say, but all the rest
of the work like shading and all of those stuff it is still you're gonna
do it manually. I don't want to really dive deep inside how this ocean modify
or works or any of that. But it is actually
a really solid tool inside of Blender in case
you wanted to create oceans. It gives you a let
say from decent to somehow good, like
looking oceans. But what I have
noticed is that in terms of the movement of
waves and all of those stuff, it doesn't do like really somehow accurate results to what happens in real life. But again, it is not
a big deal because blender is not meant for
creating huge simulations. Probably can do that in softwares like
Houdini or something. But for Blender, I guess
this ocean modifier will give you a possible
result or actually somehow a good result if like you
create a good scene with good lighting in a
way that it will hide the flaws of this
ocean modifier. We will now start
tweaking couple of things or a couple of settings
in the ocean modifiers. And I think for a notion, the most important settings are actually the waves settings. Because what gives the
illusion of oceans is actually the movement of the
waves in the end of the day, for this scale, you can probably change it to
something like four. So this will be huge
waves and this is basically some sort of
it's tsunami or something. And for the smallest wave, I might change it to 0.1. And for the choppiness, which basically control how sharp the edges the waves are. Let's say I will probably
just maybe put it at two, I think olive than that, I might change the wind velocity from 13 meters per second, 215 meters per second. Moving on right now to change some settings here in the light, the types of geometry or actually the size
of the real ocean. Because as I mentioned, this
is really, really huge. That doesn't look good
for what we need. So the most important
settings in those properties
that are right here, it is actually the spatial size, which means the size of
our ocean I will change, for example, with spatial size, let's say something like 300. And notice what will happen. Basically, our ocean is
now the bigger surprise. But what you will notice
is that somehow it is like overlay smooth in
a funny sort of way. And the main reason for that is actually because we don't have enough subdivisions
on this plane so that we create the illusion
of light or detailed ocean. Let's say the good thing
there is an option to change that in
the ocean modifier, which is like the
resolution viewport and render basically the slider will control is how much details in this ocean, it is kind of self-explanatory. And as you probably guessed it, the more you add to this number, the more detail there
will be and it will make basically render go for
longer periods of time. The resolution viewport, you can probably even go
with one in case your computer is barely can handle anything and
we will probably input one in the
end of this scene when it is like being
super huge and slow. But for now, I might go actually
with something like 20. This actually looks pretty good. If you ask me for the render, I will change it
to, let's say 36. That's actually the number I used for rendering the scene. The main reason for that because as you saw
in the trailer, my camera will basically
start moving above the ocean, like really close to the ocean. After that it will
pan and all of that. So I will need a detailed ocean like to get basically a
good-looking results. That's why I'm using 36
that later on for the line, the farthest lanes are the
farthest part of the ocean. We will use lower numbers
gradually just to save basically more memory and
basically get a faster render. But for now, we're good to go. Another option that
you might also need probably to
consider changing. I won't change it right now because we don't
need it right now, but we will be changing
it in the future. Riches repeat and repeat y. And both of those two settings
are actually meant like to basically duplicate this
ocean in different axes. So notice right now, like we basically created four
copies of this ocean 1234. This is like really good option instead of duplicating
this ocean and put it side-by-side and trying
to get it them precisely. You can just change
those numbers and you will get the
results you want, of course, in case you
need a bigger ocean. Another thing that
we all know is that basically above
the ocean there is foam which is like
those white like bubbles or wherever they
call them, it is called. We need to also
create the phone. Good thing, the
ocean modifier have a built-in feature to somehow calculate where the
phone is supposed to be. So make sure under
the waves tab, you will have an
option called phone, check it and make sure
to in the data layer, just name it foam. The way of how this work
is that blender smartly, we'd like create like
some sort of a folder. It is just a virtually container and it will call it phone. So later on when we are
shading and we tell blender, Hey, I need foam. Blender will basically bring that data from the
folder or from that virtual container
that contains the data about the foam
so that we can use it. So yeah, that's what
we're doing for that. Like just input
something like minus 4.1 because that's
actually the number I use. And it is basically
like the option that is responsible for the amount of generated foam
on, on your ocean. In my case, I use minus 4.1, which is actually the number
I used for my final render. So in case you want
a similar result, same as the one that
I made just put minus 4.1 for the spectrum and
all of those settings. It ain't a bigger to our back, just keep it at turbulent
ocean because that's what we need unless thing
which is like bake, I'm not going to
explain where it's bake for now because
there is actually a separate chapter
where we will be using the bake ocean option to
create water surfaces. I will keep this
for a future video. All the rest of the options
like time and all of that. I will be covering them later on when we create the
animation of the waves. The last thing I'm gonna
do for now is basically to like go 0 to basically
see what my camera sees, I will hit Enter to open the sidebar and make sure
to check camera to view. And what I'm gonna do
is basically like to just move my camera
to a good angle. There is something
that you will notice. There is some sort of clipping
against C, the full ocean. The main reason for that, as you probably guessed it, it is that we need to change the clopping option here
and the camera properties. It is by default 100 meters. Our scene is huge, so let's just change it to maybe 10 thousand. This will be good for now. And I will basically just
may be positioned my camera, something maybe
let's say like this. We will only use this camera
position only for now, just so that we fixed it the
lighting and we'll create our shaders and later
on we'll be moving, encrypt the camera animation
you saw in the trailer, and check camera
to view so that in case you need to move
your 3D view port, you want to change the
position of the camera. And the last thing I'm gonna
do right now is basically to add some sort of
lighting to my scene. I will change to the rendered
view and I'm gonna use the same HDRI that I used for
the to create this course. Unless just go to the
shader editor and make sure to change
from object to world. Go shift a environment texture. Let's put it right
here, hit Open. And if you go to the
Resources folder, which is like it
is supposed to be, resources and inside
of assets you will find this HDRI
called Venus down, which I unsold from
HDRI, haven it, double-click on it and
just plug it to the color. And bam, we have this result, hit Control T to add a
mapping note to it and also maybe add a curves
node shift a curves, RGB curves, and
put it right here. I'm not gonna change anything about this RGB
curve node for now, but I will be changing it later. And for the strength,
I feel like it is too strong for my taste. I will change it to
something like 0.5. Yeah, we have this
water surface right now and it is basically right
now ready to be animated, which what we will do
in the next video. See you there.
5. Ocean animation: Hello everyone. In
this video we'll create the animation
of our ocean. So first things first,
I will probably just get back to my solid
view to animate my ocean. And I will change
the shader editor. It actually all get it
back to the timeline. And maybe like
probably put this like this to create basically
our ocean animation. We will be basically
using our modifier, the ocean modifier I might
it into high the sidebar. And right here you will have an option called Time and time. Basically, if you click on it, it will basically change the evolution of the
different waves. So if we animate this property, it will give us the illusion
of waves basically moving. It is that easy actually, what we will do is
basically to animate this time property as
you already guessed it. To get the look that we want, we will basically Animate
ten different cycles. So hit I, which basically will create a keyframe for this
property and maybe put it 12, save it, make sure to hit I, to basically save the number
one as the first keyframe. And let's go to 240, which is right here, and change this to ten and hit Enter and make sure to hit
I to save the new number. And if we go to frame number
one and you hit Play, you will notice that your
ocean is moving now of course, because we do have a lot of subdivisions in
the 3D view port, it is really hard to judge how fast the animation is
going and all of that. So my advice will be tried, for example, to
change it to ten. Let's see how the ocean
animation will look like. And let's hit Play. As you can probably see, I feel like this type of motion. It is somehow still
a little bit slow, but at the same time it looks
realistic most of the time, we don't need a lot
of detail to assess whether the animation is
like super fast or slow. Just by watching this low-res
version of this ocean, we can tell that, hey, this ocean animation looks realistic and that's
what we want. And the last thing I might
want to do is to hit T and change from
constitute linear. I don't want my
animation to start slow then started to go
fast and then slow down. That's not how ocean works if
the movement of the waves, it is actually linear. It always keeps the same speed
or wherever they call it. This looks for my taste. It looks pretty good. So yeah, this was how to
create the moving ocean. This video was super short, and in the next
video we will create the animation of our
camera. See you there.
6. Camera animation: Hello and welcome. In this video, we'll create
the animation of the camera. We have our camera right
here and we might need actually to change a couple
of settings related to it, like the focal length. So I will change
the focal length from 50 millimeter
to 24 millimeter. 24 is basically a wider lens, which it will be more suitable
for landscape shooting. It would like just
basically cover wider area. And it will help like selling the cinematic effect or the cinematic look
that we're aiming for. Because I will be animating my camera in this 3D viewport, I might want to add
another copy of the 3D Viewport just to
see what my camera sees. So I will maybe drag from this
and operate like this way. I might hit T to hide all of those unnecessary properties and hide all or all the overlays hit 0 and maybe zoom
in a little bit. There is another
option which is like really useful on the
camera settings, which is viewport display. What view-port display
basically we control it will control those like outside
areas that the camera, it will not be seeing
if you change the past, but two to 12 will
basically make them black. Like it is less distracting, let's say right now
whenever I move my camera, I will also see what my camera
sees in this 3D viewport. I might drag this a little bit. Let's create the animation of our camera first things first, I will hit Alt R to reset
the rotation of my camera. And it is basically looking
like this. That's weird. I will go rotate on
the x-axis 90 degrees. Now it is pointing this way. I want it to be
pointing this way. So I will go rotate z 90, and right now it is basically
pointing to the front, which is going to be
something like this, just so that we can
see our camera. You can scale it by hitting
S and then just scale it up. It doesn't matter the
scale of the camera. It is only changing the
icon of the camera. So that will become basically
more visible for us and make our job easier to animate
it, select your camera. It shifts as to open
the snapping menu or the snapping point menu and change the
cursor to select it, which will basically
move the 3D cursor from the center of the
scene to the camera, then go Shift a and go to
empty and add plain axis. And they will be added
at this position. Make sure to scale them up
so that we can see them and hit Control a and apply
the scale for it. And basically right now
what we did is that we added an empty object to the
position of this camera. The main reason we're doing
that is like instead of controlling the location and all the different
settings of our camera, we can now animate
this empty object. And by doing that, we will also be
animating the camera. But to get this effect, we need to parent the
camera to the empty object, which is this empty axis. I will select the camera, then hit Shift and select
your plane access it Control P to open the set parent to menu and just click on Object. And right now we basically parented this camera,
this empty object. And if you see right here, the camera right now it is
actually inside the empty, which means that it is
parented to the empty. Right? Now whenever I
move this empty object, I will also be
moving the camera. So let's focus right now on creating the animation
of the camera. I will hit seven to
jump to the top view. And I will move my camera
somewhere right here by basically moving the empty
object, something like this. And I also might bring it way, way down to something like this. If you focus on the trailer, you will notice that the camera is basically
will start pointing down and then it will
basically pen like this. So there is a painting
movement going it right here. So that's what we're
going to create. So first things first, we basically need to rotate this camera to be pointing down. Select your empty object, hit rotate it to y, to rotate it on the y-axis
and just type minus 90, so it will be basically
pointing down. And another important thing right now is that
we need basically to create keyframes to
animate our camera. So hit I and click on rotation. For now, let's move
to four seconds, which will be equal
to 96 frames. And I will hit our y and hit 90. Then hit I and click
on rotation Haiti to change the keyframe
interpolation and change it to linear. If we go right here to frame
number one and we hit play, notice that basically our
camera is pending right now. And that's actually the illusion we want after doing this, we need right now to basically
make the camera moves. Also, it is not just like stationery and then
it will pan out. It doesn't look like that. Also, our camera
in this animation, it is actually moving
forward if you focus on it and it is
actually moving forward. So how to do that? It is also actually super easy. I click on location and
let's move on to 240, and let's move our camera
to something like this. I jumped to the top
view by hitting seven, hit G to move it at x to
only move it on the x-axis. And maybe let's put it
to something like this. I think this will be good. And then hit eye again
and hit location. So basically right now
create the animation. We want one last thing, make sure to hit T and again, change it to linear because that's the kind of
interpolation we want. We want the speed
of the camera to be consistent along the animation. We don't want it to ease in
and ease out and speed up and slow down if we go
to 0 and then hit play, let's focus right here. That's actually
looking super sick. I think that's our camera
animation in practice, the only thing we
need to do right now is basically to fill the horizon with
other water surfaces. And that's actually what we will be doing in the next video. See you there.
7. Background Ocean: The last video we created
the animation of the camera. And as you can probably see, there is not much going
on in the horizon. We also need to fill this
horizon with an extended ocean. There are actually multiple
approaches to do this. You can probably,
as you can remember in the beginning
of this chapter, is that we mentioned that in the ocean properties there is this repeat x basically
start increasing it. We will basically make
this ocean longer. But this will be
like some sort of heavy computing for our computer
and we don't want that. Instead we might be able to like to create
different copies of displaying ocean and change the renderer samples from Thirty-six to like
lower numbers, like 20, and basically
just go down the more or actually the forest
it is from the camera. And let's actually the approach that I use for the trailer. To do that, let's just
jump to the render view so we see the final result
better and fun fact, instead of adding a sky, I decided to go
with the sky that is already built in this HDRI. But as you can probably see, that doesn't make any sense having these
buildings right here. So we need to rotate the HDRI. To do that, let's just jump
to the shader editor and make sure to change from object
to the world properties. And that's why we added this
mapping node right here. And if you start changing
the rotation on the z-axis, you will be able to
rotate it to something, let's say like this, that's due for, let's
say something like this. And what we're gonna
do, we need to fill all of this with ocean. Yeah, Let's just do
that pretty fast. I will select this plane. I will go Shift D
to duplicate it, hit X and maybe move it
to somewhere right here. Hit Control if you want to snap it and let's
put it right here. For this, you will
notice that there is some sort of a Clipping
going right here. I will change the
repeat while to make it basically larger and it
will basically cover that. One thing that you will
notice is that yes, it is covered from this area, but somehow you
will notice that we fixed the problem of clipping. That was like going right here. If you see it, we fixed it, but we still have the problem
which is from this area. The bad thing is
that we can change the way of how it is basically, of course, is to
add those blades. I wish there is an
option like to add one from this way and another
one from this way. Basically based on what I know, there is not only
basically to crank this number up to
three unless like this a j at why it control basically to just move
it to something like this, make sure to hit
Control so you snap it. So basically the transition from this ocean to this
one will be seamless. That's how basically you avoid any kind of trouble related to both the two oceans not basically overlapping
or not being seamless. Because if you see right here, it is actually super seamless. We can see the transition right here. So
that's really good. We need right now basically
another copies of select this hit seven to jump to the top view shift
D X to move it on the x-axis and hit Control
and put it right here. And we need also to extend it to become for example, five, hit J at y and hit X and hit control to
basically snap it. So it will look
something like this. Yeah, that's pretty good. And let's duplicate
this one less time. Hit Shift D X control
and move it right here. Crank this number to
something like six and hit J, y, J, and make sure to hit Control and put it
something like this. It was ocean is looking so far. And we might also want to
change the rotation on the y-axis a little bit just so that we only
can see the sky, something just like this. And yeah, that's perfect. I think we created this like rarely really extended ocean. One thing that you might
want to change right now, which is that in
case your computer will start basically
slowing down, you can probably start lowering the samples of those
like really far planes. For example, instead of 36 actually I might change
them something like 20. And for this, I might go
with a number like 25. And this way you will have
less details in both, in both of those
two like oceans. But it doesn't matter
because there will be like really far
of a background. So by doing this, we created our ocean. And the only thing that I was still like we need
to do right now is basically to start
shading this ocean. And that's actually what we'll start doing the next video. Make sure to save
your file also, I forgot to mention that before. That's it for me for this video and I'll see
you in the next one.
8. 06 Ocean Shader Part I: Hello everyone. In this video we will
create our oceans. So I will select this ocean
and I will go from world. Let's go to object, hit New. Let's change it, for example, to water their score
surface and hit enter. One thing makes sure to chair to jump to the rendered view, and that's how it
will look like. I will select this, this, and this by hitting Shift every single time and
it's shift at the end it Control L and basically
just link materials. So all of these objects right now are all using
the same material. I will select one of them. And yeah, let's start
shading everyone. Here's what we're gonna do
basically, if you remember, in our ocean module fire, we had some sort of like
foam data right here. If we think about it
in a logical way, we will need two shaders. Shader will be
responsible to color this ocean with a
bluish color and the other one will
be responsible on coloring the foam
above this ocean. We need another shader, which is, as I mentioned, it is going to be responsible for the foam that
is above the ocean. How to do that? It is
actually super easy. I will basically just go Shift a and add a diffuse be SDF. It is like the easiest
form of shaders inside of Blender and we need
to mix it with this one. So go Shift a and
add a mix shader. We don't need mixed RGB. We're mixing shaders
automatically when you put it above the link, it will be like snap to it. And I will take this socket and plug it into
shader number two, nothing much is going on. I might bring the roughness a little bit up to
something like 0.3. For this one actually, I think I will change
it from random walk to Christiansen bureau late or whatever it is supposed
to be pronounced. I never pronounce it right, and I will probably bring my specular to
something like 0.7. The specular tint maybe let's just take it to something
like All right, we won't be able to see
how it will exactly look like unless we need
to color our ocean. So I will change the color. Let's just bring
the saturation up. Maybe let's play a
little bit with the hue. Let's see. Oh, what I'm trying to
do is basically to try to make this ocean look
a little bit realistic. I guess the score will be good. I feel like it is too bright. So am I drank this y
velocity or volume? It is called value, which is supposed to
control black and white. So let's just put it at 0.4. And this is how our ocean
is looking like right now. For the specular tint, I might put it
something like 0.5. And for the roughness, Let's drag it way, way down. Something, let's
say like 0.080.08. Yeah, that's looking
way, way better. We basically right
now we need to tell blender where to
use this shader, which is the white shader, which basically
will be the phone, but actually we
will be doing that in the next video,
not in this one. What I want to do is to
add like some sort of like little bumps to
this water surface. It look more realistic, which basically we
will do through adding some sort of a normal
map to this BSF shader. And to do that, we'll be using multiple techniques of adding
different texture maps. So yeah, let's just
do that really quick. I won't go Shift a and let's
just add a noise texture. After adding noise texture, I might want to hit
Control T to add the mapping note to it or
a mapping setup to it. Let's first see what
this node look like. Control Shift and click on it. Let's try a value
of something like 0.10.01 that suits way more the scale of
our ocean I think. And let's change the settings
of this noise texture. So let's start dragging
the scale way, way up. Let's split it at 100. Let's see how it
will look like 100. Let's try five
hundred, six hundred. All right. I guess this looks way, way better for the detail because the scale
is way, way up all. Maybe lower it down to
something like one. Maybe for the roughness, I will drag it a
little bit up to 0.6. And maybe for the distortion, Let's put it 1.2 and
we have this result. And I think I might want basically to add some
more contrast to it. So I'll go Shift a and
instead of the color ramp, I might just use the
brightened contrast. And let's just put it right
here and drag this value, alert it up, something
like let's say 0.35, which will give us
basically more contrast if you hit M to mute anode, notice where it is doing basically it is adding
more contrast to it. What I want to do right
now is basically to mix this noise texture with
another noise texture. So I will go just duplicate this one Shift
D or it right here, Control Shift and click on it
to see how it looked like. Maybe let us see the color. All right. It doesn't look the way of how I'm expecting it to look like. We probably can see anything because we don't have
a mapping setup to it. So let's plug it right here. And we have this. The only difference
between this one and this one is that
we're basically using the color socket which we
will need because we will be mixing all of those data
to go through the normal. And the normal basically
uses a colored type of data. So make sure to change
this from factor, make sure to change it to cover. Actually, if we look at it, that's what we have in this one. Makes sure to see the color. I forgot to mention
that. Sorry for that. I will go Shift a and I will
mix both of these Shift a. And let's just add a mix RGB. We'll be mixing colors. Let's plug this to color one
and plug this to color two. And let's, let's just leave it at mixed and let's see
how this will look like. Of course, nothing much
is going on because both of these do textures are
technically identical. So let's just look at
this one and let's maybe bring the scale to
something like a 100, which is the double of this one. And for the detail, let's maybe put it 1.5
for the roughness. I will bring it up
one and maybe let's slower the amount of distortion
to something like 0.50.5. And we have this, let's see how this node will look like
Control Shift and click on it. And we have this know a
lot of you might ask, what is the point
of all of that? It will be clear in a
second for the factor, I will maybe bring it a little bit up to
something like 0.7. No, a lot of you might be
asking, what are you doing? What is this? Basically, what I'm
doing is basically is trying to create
a normal map, normal map it is supposed
to be EMF that gives you some sort of
like elevation data. So it will give
the illusion like the way a lot of
details on the surface, normal map is supposed to be looking something like
some sort of like this magenta with some red and green in it
and all of that. So that's basically what
we're trying to do. We're trying to create an
image that is similar to this or actually similar to how a normal map it is
supposed to look like. That's what we're doing to
do this or to actually to achieve this result that
we're trying to achieve, Let's add a separate RGB. Go shift a separate RGB, and let's just put
it right here. So right now what we're doing
is let's just move this, all of this right here. What we're seeing is
basically the red channel. The white parts
contains a lot of red and the black parts contain less red, kind of
self-explanatory. And if you shuffle them, this is the green black, there is no green, white, there is green.
This is the blue. The normal map basically use different values for
the red and green, but for the blue, it uses one. So it is one on the blue channel and the red
and the green are variables. So let's go Shift a and
add a combined RGB. So basically we separated them and then we're
going to combine them. The red goes to the red. If you plug the
green to the green, you will have this color, the value of the blue and the
normal map is always one. I don't want to plug
the blue to the blue because this will
basically mean that I will have a variable
amount of blue because the map does have
variable amounts of blue. So I will change
this blue to one. Notice that's what will give me. It will basically give me
the look of a normal map. So yeah, just remember
that a normal map is basically having a variable, amounts of red variables
and not of green, but the number of
blue is actually one. So let's just write now
plugged this whole setup to the normal map because
I will go Shift a and just add a normal map. I will put it right here. I will plug the normal to
the normal and it will take this image socket and like
just plug it to the color. And if we click on this mix shader, notice
what we will have. We will basically have some sort of like this kind of illusion. If we mute this entire setup, Let's see how it will look like. If we mute it. This is the water before, this is our water after. And it will basically,
as I mentioned, it will add some sort of
texture to this ocean, which will basically just
make it more realistic. Some people might say, Hey, you had to zoom like really, really close to see that. But here's something
which I mentioned before. By creating plenty
of small details, you will basically create
the illusion of big details. And that's actually, I think
how 3D supposed to work, or let's say shading in
3D is supposed to be. So yeah, we have
this entire setup, so let's just select all of it. It Control G and I
actually, before I do that, I think I'm only going
to select these nodes because I will leave them
mapping setup later on. So I will select only those. It Control G, hit
F2 to rename it, and let's just call it ripples. Maybe let's say
underscore normal map. And we have basically
this setup. And yeah, this is our
first part of our shader, which is supposed to be responsible on creating
the ripples on the water. That's it for this video, make sure to save your file. And I will see you in
the next video where we will be basically
creating a map that will control the factor of this mix shader to tell
blender where to put the white color not belongs
to the foam and where to put this blue color
that belongs the ocean. See you in the next one.
9. Ocean Shader Part II: Hello and welcome. In this video, we will
basically start creating the map that will drive the
factor of this mix shader. One thing I need to explain
first is that we will be creating two different
types of foam. One of them is like the dense foam and one of
them like it is like more, let's call it a sparse foam. One of them is lighter
than the other. The main reason I'm doing
that is just like to give more variety to the way the foam is kind of put on
the surface of the water. So let's just start creating
that first things first, as you probably know, we used foam data from
the ocean modifier. How we can access those data, it is actually super easy. All we have to do
is basically to use a node that we call
the attribute node. So let's go right
here and go Shift a and look for attribute. And you have this a few. Remember if we go to
the name and we'd like we just type
foam and hit Enter and then Blender will
reference the data that is coming from the
data layer which is foam. And we'll use it right here. And if you control shift and click on this, you
will see this. And this is actually our foam data,
basically just visible. This is the magic of Blender, as you can probably notice, just using this form
data by itself, it won't give us some
really cool results. We need to mix it. And I will basically
mix it with a couple of like texture nodes and Voronoi
textures and all of that. So I will go shift a, Let's look for noise texture, and let's put it right here. And let's go for a Voronoi
texture, also Voronoi texture. And let's put it right here. And also I might
want to plug them to the same mapping
node we used before. So I'll take the vector and plug it to the vector, vector. Vector for the noise texture, I will start maybe by, let's just Control Shift and click on it to see
it for the scale, I will put it 120 for the
details, I will put it as 0.5. And for the roughness,
I will leave it at 0.5. And for the distortion, I might want to add a
little bit of distortion, something 2.5 for
the voronoi texture, I will change the scale to
something like minus 60. And I might want to
see how this node will look like Control
Shift and click on it. And for the randomness, I guess I'm going to
lower this number way, way down to something like 0.8. I will mix both of these. So I will go Shift a
and look for mix RGB. And let's put it right here. And I will take the factor
and plug it to color one and the distance and
plug it to color too. If I Control Shift and
click on this node, this is how it will look like. And I think I need to add
more contrast to this setup and how to do that basically by adding the almighty
color ramp node. So I'll go shift a color ramp and let's just put
it right here. I will drag this black
flags somewhere right here. Let's say, I guess
this will be good. Notice how it is like
creating this some sort of waviness that is similar to how foam it is
supposed to look like. The only thing I noticed
is that I feel I might need to add more
details inside of it. I will hit this plus button, which will add another flag. I will make it a
darker shade of gray, something like this, let's say. And I will drag this
flag like this. Maybe I might even make
it a little bit darker. Yeah, that's way, way better. And I might also crunch the contrast a
little bit even more so ago Shift a and let's bright
contrast. Put it right here. Let's see if we drag
this number up. Let's say for example,
0.35 for the contrast, Let's just leave it as 0.8. And if I mute this node,
this is the before, this is the after, this is
the before and the after. I think it looks better,
or at least that's what I think what we
gonna do right now. We're going to mix this
black and white map with this black and white map
coming from the foam. How to mix nodes? Shift a and let us just
look for mixed RGB. I will take the color to from the brighter
contrast and take the color to color one and Control Shift and
to see the setup. And we have this for the factor
I might want to see more, let's say of the first setup. So maybe this number will
be something like 0.3. And yeah, we have this which
I think looks pretty good, I guess if we hit 0, that's how our map
is looking like. And if we preview our mixed shader Control
Shift and click on it, this is how it looked
like if I plug this scholar to the factor and this is how it
will look like. Notice that there is basically those small ripples of water
that are on the surface, which if you ask me, they look pretty good. And yeah, that's basically it. I might want to select all of these and let's hit
Control G to group them, hit F2 to rename this group. And maybe let's call it
sparse underscore phone. And actually I think I might
also mix this entire setup. With a couple of other noise
and Voronoi texture nodes. So I will go right
here we go shift. Let's add a noise texture. Let's put it right here, and let's add another
Voronoi texture. Voronoi, let's put it right here and make sure basically to lug the vector to the
vector and plug this vector to the vector
of the noise texture. For this noise texture,
Let's preview it. Control shift Edit, Click
on it for the scale. I think I'm going to correct
this number like really, really high suddenly
like 3 thousand, so it is like almost gray, almost for the details. I'm just going to
keep them at 24. The roughness, I will
bring it up to one. For the voronoi texture, I will change also the scale to 3 thousand Control Shift
and click on it to see it, which is a lot of small dots. I will keep the
randomness at one and it will mix both of these simpler. Just go shift a mix
RGB but a trite here, blog the factor
to the color one, plugged the distance
to cover two, Control Shift and click on it and it will look
something like this. I want to multiply them, not just mix them. So change this to multiply and maybe drag this factor,
something like 0.85. Let's say this is the
result we've got. And what I want to do is basically to mix
this entire setup. This setup. The main reasons some
people might ask, why are you doing that? Basically, what we're doing
is that this texture, which is like black and white. It is like some sort of
like small grains of water. So it will act like a
small grains of foam. Let's say we want this map to be visible on the areas that are black and
white of this map. So in other words, we're applying this texture to the black and white areas
that are coming out of this mixed node that the black and white areas coming from the attribute and
the sparse foam setup, how to mix them pretty easy. Go shift a mix RGB. Let's plug it right
here to the second one. And let's suggest take the scholar and plug it
to the color to Socket. Maybe take this right here
for the factor I will. Let's share first of
all, the blending mode. Let's just change it
to something like overlay Control Shift to preview this node and it will
look something like this. Notice basically that we
applied this texture onto the black and white areas of this texture just to see
the before and after, if we select all of these hit M, this is the before,
this is the after, this is the before,
and this is the after. And it just looked better
because the phone like this, it is just a blob of whiteness. But when we add this
whole node setup to it, it will feel more grungy or
more textured, let's say, which is more realistic
because I don't think forms just like
blobs of whiteness, let's say Control
Shift to see how this might look like for the factor. I think I'm just going
to change it to one. So this is way, way better and it does
look like foam right now. I think that's what
we've got right now. Let's just select
all of these nodes. It Control J to
frame them in F2. And let's call it, for example,
texture underscore pho. That's actually pretty good. And that's it actually
for this video. In the next video we will
finish this node setup that is controlling the factor that will drive our mixed
shader right here. Yeah, see you in the
next one, everyone.
10. 08 Ocean Shader Part III: Hello and welcome everyone
in the part two of creating the foam setup that will drive our factor setup or our factor input
to the mixed shader. Let's see how our
setup look like by Control Shift and clicking
on the mixed shader. And this is how it look like. Basically, what we're
going to do right now is basically to create some
sort of like dense foam. And to do that, as you probably
already guessed it, we will be using
a noise texture. So go Shift a and let's just
look for noise texture. And let's just put
it right here, control shift to preview it. And probably I will take the vector from this
one and plug it to the vector for the scale
right here. I think. I might sound dumb
By doing this, but actually I'm going
to put 10 thousand because I want to
have this really, really small texture on the, on the dense foam
for the details, I will cramp up to 16. For example, I just put
16 and for the roughness, I might put it at 0.7. And for the randomness may
be something like 0.25. And this is how it will
look like right now, I will mix this
noise texture with the original mapping setup
coming out of this note, what I'm gonna do basically is that changed the way of how a noise texture will be mapped onto the surface by using
another noise texture, you will understand
it in a second. So I will go Shift
a and go mix RGB, and I will put it right here. I might plug it to color too. For color one, I will take
the data coming out of this vector and just like
basically plug it to color one. That's how it will look like. It is really weird, I know, but we will fix in a second. And what I'm gonna do right now, I will go Shift a and
add a mapping node. And let's put it right here. And I will add another
noise texture, noise texture and
put it right here. I want to get this link. So just go control, hit the right-most button and drag over this to cut it and hit Control Shift and click on it again to see the factor socket, I will bring the scale to ten, lowered the detail to
something that might be like 0.5 for the reference, I will keep it as
0.5 and I think I might want to
crank the contrast. So go Shift a and
add a color ramp. And let's just put
it right here. Let's take this black
flag and move it. Something maybe like, I
think this will look good. And basically what we
did is that we need this noise texture to
act like some sort of a dense foam and we
bring the contrast of it a little bit up or actually
occurring the contrast. And the main reason we use
all of that is to change the way this noise texture
is mapped on the surface. So it is not your typical
way of plugging this vector, like input or output to the vector input of
this noise texture. We mapped it in a different
way on the surface by driving it by using
this noise texture. And that's actually trick we did a lot in the desert chapter, which supposed to be before the chapped in case you want to understand
it in a better way, make sure to just visit the desert chapter because
we use this technique lot. And right now I need
basically to only make this setup only visible
in certain areas. And the easiest way to
do that is by going shift a and hit mix RGB. I will put this right here, and I might actually
plug it to color two. And for color one, I will change it
actually to black. And I need basically
to tell blender where to put black and where to put this node setup
to create that it is actually super easy and we used a similar technique and
the desert chapter, which is that we need the
high data of this mesh. The easiest way to get them is basically by going
shift a geometry, explain it in the
previous chapter is that the geometry will give
us information about the position normals and plenty of different
datas that we can use to basically tell blender the position
of our vertices, let's say of our real geometry. In this case, we need
the position because we want this foam to be
like applied on top. And what is the axis that control what is up and
down it is the z-axis. So in our case we will need the position data and
exactly only the z data. To do that, you can go
shift a separate in x, y, and z and plug the
position vector, basically the output of
the separate x, y, and z. It is going to be
either the data of the only x-axis or
only the y-axis, or only the z-axis. In our case, we only
need, as I mentioned, what controls up and down, which is the data
out of the z-axis. So I will go Shift a and
let's just add a color ramp, color ramp, and let's
just put it right here. I will take the z
data and apply it to the factor Control Shift
and onto the color ramp. And that's what our z
data it looks like. It's basically control, whereas
up and down, that simple, I might want to change maybe this value to something
like, let's say 0.2. And for this value, Let's just keep it at one. And maybe also let's
just add an RGB curves. So let's go curves, RGB curves. Let's put it right here, will probably lower
this way, way down. So this is how it
will look like. Let us say something like this. It might also may be created, is basically if you notice this, RGB curves would
basically create some sort of gradients
that goes right here. So it is not like just a
harsh transition right here, but it is like smoother, like blend in with the
rest of the ocean. And what we're gonna do
is basically to take this and we will make it act as a
factor for this mixed node. So I will take the color and
just plug it to the factor. And if I hit Control
Shift and click on this, notice what we've created
basically this texture, it is acting or actually it
is like PUT have been put in. It is put, I don't know. It is basically, let's say, applied on the black
and white areas that are coming
out of the setup. That's basically it. Let's select all of these nodes, hit Control G to
group them, hit F2. And let's just call
it, for example, height underscore mask for
this setup right here, Let's just select all of it and maybe let's just
hit Control G to group it at F2 to rename
it dense foam, perfect. And what we need to do right
now is basically to mix this entire setup with this mix node that
is going right here. So it is actually super simple. All we have to do is
basically to go Shift a mix RGB, put it right here, take the scholar that
is coming out of the final mixed node that
is coming out of the setup. Take it and plug
it to color two, and that's how it
will look like. Make sure to clamp it so that basically we don't go
above one or below 0 for the factor I might use more out of the corner two and let's say maybe
something like 0.7. And I might add a color ramp, shift, a color ramp, and let's put it right here, just so that maybe in the
future I want to crank the contrast or something
I will be able to do that. Maybe something I don't know how we'll leave it
like this for now. And basically the color will go to the factor of this node. So I'll take the
color and plug it, the factor, nothing
much is going on. But if we control shift and
click on this mixed shader, this is what we will get. A notice that here on like
above those waves we will have some sort of
whiteness which will act somehow as like foam. The main reason it's not
visible that much for now, it is actually because we don't have like a strong
lighting in the scene. We are only lighting the
scene using a simple HDRI, but actually if we
add the sun lamp, which I will do right now, so let's just go Shift a
and go to light and sun. Let's just say one, maybe two or three actually to maybe rotate it
to something like this or actually
like this because the lighting is coming
out of this way. Let's change the properties of the sun lamp by
going right here. And if you drink, for example, the strength up to three, you will notice that your phone is becoming more
and more visible. If you put ten,
notice that it is like super pronounced right now, just in case you wonder why
it is not that visible. It is actually because
there's not a lot of lighting and our seed, remember, we're not creating
some super huge waves, so we will have a
lot of like foam, let's say it is
actually pretty subtle. So we won't have a lot
of foam and our ocean. So actually I'll probably just skip it at one in our case, I think it will be more than
enough for our animation. And let's actually the
same executive value that I have used
for the animation that was in the trailer. The only problem that you
will notice right now is that this ocean doesn't give the illusion of it is like
really deep and all of that. And that's actually what we will be doing in the next video. See you, everyone.
11. Shader Network Overview: Hello everyone. In this video, I want to basically to take some sort of
a bird eye view to our shading network that we created for our water surface. So first things first, our, basically our ocean is basically a combination
of two differentiator, a diffuse be SDF, which is meant for our foam
that is on the surface. And the other one, which
is our basic principle, we SDF would like some
sort of a green color, which is basically responsible for the color of
the actual water. And if I hit Control
Spacebar to minimize this editor and I will
jump to the rendered view. Basically, this diffused is responsible for the film
and this, as I mentioned, for the color of this ocean, for this principle be SDF
or the color of the ocean. We plugged the normal map, but instead of like downloading an already existing
map from the Internet, we use a couple of
different techniques to create our own normal map, which we call it
ripples normal map. And it is simply
the combination of two different noise
texture that we combine them and then we separated them into
different channels, or in G and B, red,
green and blue. And basically instead of
plugging blue inside the blue, and this way we will have
variable amounts of blue. We kept the blue and the
maximum number which is one. And this will basically give us a normal map because as I
mentioned before, a normal map, it is the combination of variable amounts
of red variable, a balance of green, and a blue value of one. We've had all of these
data to a normal map, which we plugged
in to the normal. After we did that, we basically created
a sparse foam. And it is basically
the combination of our foam data that we
basically get from Blender by using inside of the ocean modifier right here
we will have a foam layer, which is we call it film. We basically get this data
using the attribute node and we combine it with
another sparse form, which is this setup right here. And it is simply
the combination of a noise texture with
a Voronoi texture. We mix them, encourage the
contrast and all of that. And then we mix them
and it gave us a result that looks something like this Control Shift and click on it. This is our phone basically
looked like right now. And after we did that, we created a textured
foam and it is basically responsible to create
the texture of this film. If you hit control shift
to preview this node, it looks something like this, which basically instead of having only white
bubbles of foam, this texture will be
overlaid on the foam. So it gives the illusion that actually that foam is formed or actually it is composed by like really, really small grains. And after we created that, we moved all to creating a
texture for the dense foam, which is like the more dense
foam, It's self-explanatory. If we hit control shift
to preview this node, it will look
something like this. We combine this
with a black color. But the most important
thing that we created a height mask in a way that we only want
this dense foam to be visible on
top of the water. So if we see the result
after this mixed node, notice what we will have. We basically limited
this dense foam on the top parts
by using a mask, which is this height
mask Control Shift. And if you click like this, notice that basically it is only visible on
top of the water. Yeah, for the rest
of the shader, it is basically just using different mixed
nodes and all of that until we finally get
to our final mixed node, we call it ramped it
just so that we have a control over it in terms
of contrast and all of that. The final data, we basically plug them into the factor that Blender will know where to use our basic principle, BSD F, which is responsible
for the color of the ocean and our diffuse BSD F, which is as I mentioned before, responsible for the color of the phone Control Shift and
our mix shader to preview it, Control Spacebar to minimize it. And that's how our ocean
looks like right now. Let's basically how our entire
node tree basically works. I will see you in the next
couple of videos where we will try to finalize the look of
this shot. See you there.
12. Add Depth to the ocean: Hello and welcome everyone in this video where we will
basically give the illusion of depth to our ocean because it looks like some sort of
ocean that you can swim in. We want this ocean to be
super moody and scary. So let's just do that to
create our depth element. It is actually super easy. It just probably will take
a little bit of time. Actually, it will add an
extra time for rendering. How are we gonna do that? It is actually super simple. Let's go shift a
mesh and eta cube. If you hit the dot, you will basically
zooming your element. I will hit three
for the side view. And where is our setup? It is actually a right here. I will go G and I will
scale this object by going, for example, to seven, scale it way, way up. Maybe something like this. I wanted basically to cover all the area that will be
covered by the camera. Or the camera will see
something like this, maybe scaled on the
z-axis a little bit, something just like this. Go GZ and maybe drag
it a little bit down. Yet. Bear, bear only touches
the surface of the water. And just to make
our scene faster, I might actually hit Tab to
jump to the render view, to the edit view. And it will select all
of these vertices and I will scale them on the y-axis, just so that I tried to save
as much memory as possible. That's why, and maybe scale this on the y-axis a little bit. And we will have this, this actually will
act as a volume, will need the water that
gives the illusion of depth. So let's create our shader
for this depth element, I will go New and I will
call it, for example, depth. And instead of using our
beloved principal, the SDF, I will delete it and
it will use something we call volume absorption. I will put it right
here and it will plug the volume inside the volume, nothing much is going right now because we can't see
what's going on. So I will change or actually
I will just like exit this view and you
will have like a duck basically turn this
cube into blackness. What I'm gonna do is basically to go Shift a and
let's add a gradient, texture gradient, and
let's put it right here. Hit Control T to add a
mapping setup to it. And let's just see
how it looked like. Control Shift and click on it. It looks something like this. I will change it from linear to quadratic, or
actually quadratic. For this, I will probably
rotate it on the y-axis, something like minus 90. It is black again, but we will fix it
this pretty soon. What I'm gonna do is
go Shift a and let's just search for a color ramp. And let's put it right here. And for this color, I will change it to black. And this one, I will probably take you to
something like gray, something just like this. Let's say that's looking
actually pretty good. And I will take this the color, I will take it and plug
it to the density. And if we control
shifting, click on this. This is what we get. Everyone basically
created this sort of like foam or
actually it's not form. It gives the illusion of depth. If we hit 0, that's
the result we have. Actually the main problem
that we're not seeing the illusion of depth
happening for our ocean. It is actually a
really stupid reason that I forgot to do, which is that in our
water surface shader, which you can access
basically by just selecting whatever
your ocean surfaces. There is a really
important settings that we might need to change, which is the transmission or
actually it is transparency. So the water is
actually transparent. So when it is 0, this
water is basically opaque. It is not transparent, so we need to bring it to one, which means that this water is right now fully transparent. And by doing this weekend, see the volume that we added or the volume absorption working
the way we want it to work, because right now the
water is transparent. So that's why basically we give the illusion like this
ocean is actually really, really deep and that's
actually pretty sick, I think. Makes sure to select
this element. Maybe let's hit F2 to rename it, and let's just call it,
for example, depth. And yeah, that's
basically it on how I created the illusion of
depth for this ocean. Yeah, See you everyone in the next video where we will add more atmospheric element to give the illusion of depth
even more than the scene. So yeah, See you there.
13. Adding Fog: Hello everyone.
In this new video where we will basically try to create a fog elements that will add more depth
to our scene. To do that, we will need a cube. So first of all, let's hit Shift T
so that we restored the position of the 3D cursor
to its original position, which is in the center
of the scene shifts, see, now it is in the
center of the scene. Let's hit Shift a mesh cube. If you hit the dock to
zoom on our object, this is our cube and
here's a little thing. Instead of like scaling and all the different
axis, the same value, I will hit Tab to jump into the Edit mode at a to
select the entire cube, hit J to move it, hit Z to only move
it on the z-axis and hit one and just hit enter
and exit the edit mode. So basically what
we did is that we move this cube a
little bit up or actually up by one meter so
that our original points, or actually the
origin of this cube, will be in the center
of the bottom face. So that right now when
we scale this object, it will scale only
from the bottom and it will always stick
to the ground without actually bothering us
that our cube is actually below the surface of the
ocean or any of that. So yeah, that's way better. Let's zoom out. And for example, let's hit S. And for example, type 500. It is really huge right now. So maybe hit S and
Z to only scale it down on the z-axis to
look something like this. Had seven to jump
to the top view and maybe move it
something like this. Let's scale it way, way up. So it should basically
cover the entire scene. It is looking something
like this right now at the GZ and bringing
it a little bit up, basically it should barely
touches the surface. If you jump right here
to our normal view, you will see better how
our cube look like. And I think I will
scale it on the y-axis, SY, just like this. Basically I need to hide
all of these edges. I don't want them
to be visible as Z, to scale it on the z-axis and
something just like this. Yeah, that's how we're
basically cube is looking right now and it will act as a
domain for our volume. Now, really important thing, hit Control a and
apply the scale. After we do that,
we're basically ready right now to start shading, I will jump right here
to the rendered view, and I will also jump right
here to the rendered view. Let's select our cube. Click on New to add a new
material and let's call it fog. And also let's rename
our main cubes. So hit F2 to rename it, and let's call it, for example, folk underscore a domain and hit Enter right here
in the shader editor. Instead of using our
beloved principal, BSD F, we will use
a different shader, which is the volume
scatter shader. So I will select this, hit X to delete it, go Shift a, and let's
look for volume scatter. Click on volume scatter and
basically plugged the volume, the volume, and it will
look something like this. Nothing much has changed. But actually, if you focus
on our cube right here, it is not like the normal
bike hard surface. Basically, if you start
twiddling with the density, you will notice that you
can basically create smoother or let's say lighter version of it,
something like this. Notice right now on the
edges it looked like fog, but we need more flexibility in controlling the
density value. And also basically because
our camera is right here, we need it to be like really
focusing right here and slowly it will start
basically fading out. To do that, it is
actually pretty simple. Let's start with a
gradient texture. So go Shift a and let's
add a gradient texture. It right here, Control Shift and click on it to see
how it will look like, to look something like this, Let's add a mapping
setup to it, Control T, and instead of the
typical linear, I will change it to quadratic. Here's how it will work. Basically, the white
parts will have lot of fog and the dark parts we'll
have a little bit of fog. We won't actually to flip it on another direction
so that there is no fog from where our camera is moving and a lot
of fog right here. So basically we need to
rotate it on the z-axis. Let's say for example 90, it will turn
everything into black. But actually if we
plug into the location 12 will look
something like this. And that's not
actually what we want because we want this
black to be this side. So instead of 90, let's put 182. It look something like this. So basically right now
we have black from the side and slowly we will
have more and more fog. Let's add a color
ramp node after this. So go Shift a and let's
look for color ramp. And let's put a two right here. And it will basically
allow us to control the level or actually how much contrasts we do have
in our gradient texture. But actually I will not use
the color ramp to control basically our gradient because it doesn't give us
that much flexibility. As you can see, the more
recurrently the contrast, the more you will
have a harsh line which it doesn't look realistic. So instead of that, there are two different
approaches you either can use. Basically the RGB curves, which is a good candidate
to do such thing. We're actually, you
can use a math node. If I go Shift a
and look for math, Let's plug it after the
color ramp and change the operation from add to power. And you will have here
this exponent value if you start bringing it up, notice that we're
basically moving where basically the transition
from black to white is. And at the same
time we're keeping this really beautiful gradient. So yeah, basically by
controlling this value, we will be able to basically
locate where our transition from black to white or our gradient texture
will be. I will keep it. A three for now. And if we plug this value to the density and control
shift on our volume scatter, it will look
something like this. Now as you can probably see it, it is like really, really dense right here. So we need to make it
a little bit lighter. And to do that, we
actually need to change some settings
in our color ramp. Let's hit Control Shift and
power to say our power node. And notice that it is basically
right here is full wine. So the value of density
right here will be one. That's why basically
it is almost opaque. We need to change this white to like some sort
of a gray value. So let's select this
white flag lake right here and basically
start dragging it to be something gray just like this control shift to
prove your volume scatter, it is like way, way less dense. Let's even make it darker and it will look
something like this. Maybe you can hit J Z to
bring it a little bit down. And notice that if
we hide this object, this is the before and
this is the after, this is before and
this is the after. It is basically, as I mentioned, it is adding more depth, more fogged our scene. Let's even add a little
bit more texture to our fog elements, so like it looks better. So to do that, we
will mix a couple of noise texture and
an Voronoi texture, and we will mix them
with this entire setup. So to do that, Let's
bring our nodes right here and that will add a
noise texture shift a. And let's look for
noise texture. Let's put it right here. And I will add also a
Voronoi texture shift. Let's look for a Voronoi
texture and put it right here. Let's zoom out a little bit. I will take this
mapping and texture coordinate setup and
put them right here. Actually, I will keep
the mapping right here. And I will take the
object coordinate, then plug them to the vector of the noise texture.
And same thing. Take the object and plug
it to the vector or the Voronoi texture
Control Shift to preview this noise texture. Nothing much is
happening right now. So let's start
changing the scale, maybe bring it a
little bit down. Let's say something
like 0.1 and it will look something just
like this for the detail, I will lower it to
one and let's bring the roughness to one,
the Voronoi texture. I will change the scale. Let's Control Shift and
click on it to see it. And let's bring the
scale way, way down. Let's say something like 0.0005. Yeah, that's way more like it. It is way, way bigger right now, and that's actually
what we need. And we will mix both
the noise texture and the Voronoi
texture together. The best way to do that
is basically by adding, let's add a mixed RGB. I will take the factor
of the noise texture, plug it to color one, and take the distance and
plug it into the color to the distance coming
from the Voronoi texture Control Shift to
preview this node will look something like
this and we need to change the
operation or actually the blending mode from
mixed to multiply. And maybe let's start playing a little bit
with the factor. I will keep it as 0.75. All right, that's actually
looking pretty good. And all we have to do
right now is basically to combine the gradient texture
with this setup right here, the noise texture
and all of that. So to do that, it is
actually pretty simple. Go shift a, let's
add another mix RGB. Plug it up there,
the power node, and take the color and
plug it to color two. And if you hit control shift on, our final mix will look something like this
for the operation. Let's change it from mix to multiply and the
factor boosted to one. It is almost black for whatever
reason that's true is 0. Alright, let's just
keep it at one right now and let's see how
our volume scaler will look like Control
Shift and click on it and it will look
something like this. It is actually, yes, it is almost black, but it is not like all zeros. It is actually 0 or wherever it is almost
black, but it is not black. That's why when we preview
our volume scatter, we still have some fog. Basically, that's
the process I use to add basically this volume. If you feel like it should be
a little bit more intense, all we have to do
is basically to change this from
this gray value, bring it way, way up, for example,
something like this. And you will have more
fonts in your scene. So yeah, that's
basically it on how I created this volume module
or this volume domain. Basically we created
a gradient texture that will control the
intensity of this fog. So it will be larger
where our camera is, and the more we go to the
distance or to the horizon, it will start to be more
and more pronounced. And to add more variety
to our basically fog, we added a couple
of annoys texture and the Voronoi texture, we mix them and then
we multiply them on the final setup just like
to add more variety to it. And as I mentioned
before, if you want to control the intensity of this Voronoi texture or
actually of this fog element. All we have to do
is to play with this gray value right here. And if you want to control
where the transition, you want it to be, just
play with this power node. And yeah, that's
basically it on how I created the phone for the
next couple of videos, we will basically finalize our shot and prepare
it for rendering. Make sure to save your file
and I'll see you next time.
14. Rendering Layers: Hello and welcome everyone in this new video where
we will basically break down our scene into layers to optimize it
basically for rendering. The first thing that
I think we should do is basically to rename all of these objects so we know exactly what each
object corresponds to. First of all, we have
our folk domain, which is this bad
boy right here. After that, we do have a plane. And actually I think like
this plane is our main ocean. I will select the fourth domain. And if you go into the object properties and
inside of Viewport Display, you will have here
an option called display as textured by default, make sure to change it from texture to, for example, wire. And by doing this,
you will only see the wireframe of this
object or this fog domain. So this way we can see exactly
what's going on inside. Now let's select, for example, this plane and it is basically
called just playing, I think like this. Let's call it, for example, ocean and rescore 01. And for this, let's
call it oceans or two. For this double-click on the name ocean
034, the last one, let's just call it ocean 0 for right now let's move
on to this depth element, which is this one, and I
already called the depth, so we're ready to go. The only thing I will do is
basically to change also the visibility for this object
from textured two wire. And you will have something
looking like this. Other than that, I will change
the name of this empty to, for example, camera and
underscore controller. And yeah, By doing this, we're basically renamed all
of our object and it is time to start putting them
into different collections. And here's what I'm thinking. I will render the
foreground ocean, which is like this ocean
number one on its own. And then I will have all
the background ocean, which are Ocean 234 in
a separate collection. And I will have another
collection which is meant basically for
this fog element. First thing, I will select
this ocean number one, I will hit M to
move to collection. Click on New Collection
and let's call it ocean and rescore
01 and hit Okay, after you do that, Let's select the oceans 234, hit M to move them
to a new collection, click on New Collection, and let's call them
oceans and risk score 2.3.4 collapse this collection
for the fog domain, I will move it into its own
collection, new collection, let's call it fog hit, okay, and same thing for this depth element hit M to
move it to a new collection, New Collection, and
let's call it depth. And also maybe I
will change the name of this collection to scene because it contains all
the different elements that control our scene, like the camera and the
Son and all of that. And let's just also collapse it. And by doing this right now, we are ready to start
breaking this scene, two different rendering layers. For this, there are
multiple approaches that you can use for me, I think I will limit myself
to three rendering layers. One of them will be
responsible for the ocean, the other one will
be responsible for the fog and the other one will be responsible for the sky. So here's what we're gonna do. I will call this first layer, I will call it ocean, and I will hit Enter
and I will disable all the other collections that I don't need accepted my ocean, let's disable all
of them and you will have something
looking like this. The first thing that you
will notice that you still see the sky and
the main reason for that is because we're using NHGRI and if you want
to hide the NHGRI, it is not visible right here. You need to go to your
render settings and inside here you will
find a tab called film. Makes sure to check
transparent and bam, right now we do have a
transparent background. The other thing that
you will notice is that the color of our ocean, it is not the same as before. And the main reason for
that is because we disabled our depth element to fix this problem also makes
sure to enable depth. You will notice that
there is some kind of blackness going right here. And the main reason because
we didn't enable Ocean 234, so make sure to enable
them and you will have a result that looks
something like this. So basically right now this
ocean layer will contain all the different data that is related to how our ocean
is supposed to look like. I will go right here
to the render passes. Make sure to check
denoising data. And I will go right here. And you will have an option
called Copy Settings. Click on it, and you
will have another layer. I will call this one fog. Hit enter, and it is
self-explanatory. On this layer, I only want
the fog to be visible. So I will disable all the
other collections and I will enable fog and it will look
something just like this. Also, please make sure to enable your scene because it
contains the sunlight. I will also jump
back to ocean and enable overseen because
it contains our sunlight. Let's get back to fog. This will basically
be our fog element. Let's jump right here
to our compositor. Make sure to check Use nodes and what
are our unknowns for whatever reason
they're not visible probably will find a couple
of nodes right here. One of them is
called render layers and the other one is called composite for
whatever reason they are not visible
for me right now, I will go Shift a on that. We'll look for render layers. I will put it right here, and here's what you're gonna do. Delete the other nodes that
you will find and just go Shift a and look
for file output. Let's just put it right here. And I will look
also for denoise. The main reason we
need this genome is known first of
all, of course, to denoise our render
and also to use the denoising data that we checked here in
the render passes. So here's what we're gonna do. I will take an image
and plug it to image. I will take denoising normal
and plug it to normal. And I will take denoising
albedo and plug it to albedo. And I will take the image output and plug it to the
file output node. Let's maybe make
it just a little bit bigger, something like this. And basically this node
will be responsible to set it up how we will
render our scene. I will click on the small
folder blender would basically tell you where you
want to save your render. I will create a new folder
and I will call it ocean. I will double-click on
it to enter inside it. I will except, and I
will select this node, hit Enter to open the sidebar
if it is not already open. And inside of properties, you will find here something
called files or path. So make sure to
change it from image, change it for example, to ocean underscore
and just hit Enter right now when Blender
will render the scene, it will call all the images
that belonged to the ocean, ocean and rescore, for
example, 001002003, etc. So you don't get lost in
terms of naming between all the different
layers that we will render for the file format, you have two options. Either you can render on PNG or you can
render, for example, for more advanced formats
like opening XR if for the sake of this
course where we will only use PNG for rendering
most of the time. Because like when it
comes to opening XR, yes, it will give you
a lot of freedom, but I think those kinds of formats like opening
Excel and all of that, it will make more sense to use an external software to composite your scene
where like found Renu, IQ or After Effects or wherever. Just because they
will give you a lot of freedom in basically changing and
correcting your image the way it is supposed to be. But in our case, yes, Blender can definitely
handle opening Excel files and you can work
with them pretty easily, but it is just blender. No way it is close in when it comes to compositing
to other softwares. So I will just stick
to a PNG just because we will be compositing the
scene inside of Blender, as I mentioned before
in the color makes sure to check RGBA so
that your render, your transparency layer also, or your transparency channel or your Alpha channel
for the compression, I think by default
it will be 15. Just drop it down to 0. And yeah, that's basically
it for the render settings or the file output node that we will use to
render the scene. I will select this entire setup. I will hit Shift D
to duplicate it. Let's put it right here. For the second node
makes sure to change the render layer
from ocean to fog. Blender will not change
the path and all of that. So make sure to click on this folder and
let's, for example, create a new folder
and call it fog, hit Enter, hit Accept. And from here I will change it to fog and rescore hit Enter, I will hit Control
Space bar to maximize this editor and it will look
something just like this. Now a lot of you might
wonder, but hey, where's the sky whenever
sky on its own layer. But actually it is not easy
to do such thing as like Blender for just one
very simple reason is that if you remember, the main reason we don't
see the sky is that because we disabled this
transparent option, for example, if you
create a new layer, also don't follow me in this. I just wanted to
show you something. For example, it Copy Settings and I will call
it, for example, sky. And I will uncheck
transparency for this one, and probably uncheck this. I only see the sky right here. The problem is that these kind of options that
belongs to the render, they are not limited to
certain law render layers. So for example, if I uncheck
transparency right here, if I go right now,
for example, to fog, it will be enabled
because as I mentioned, when it comes to
render settings, they will be applied to
all the different layers. So you might say,
what is the solution? The solution is simply
is that we need to render the scene right
now without transparency. And after we render it, we will do another render
where we only see the sky. And we basically we will
uncheck this transparent. That's it everyone
for this video. And in the next one we
will change a couple of render settings to optimize
our scene for rendering, please don't worry
about rendering the sky right now because we
will do it later on. See you in the next video.
15. Render Settings: Hello and welcome everyone in this new video where we
will change a couple of render settings to optimize our scene for
rendering right now, make sure to jump to your
render settings right here, or actually you
render properties. And the first thing makes
sure that your render engine is cycles features
that supported device. If you have a GPU card, GPU compute if you don't
want CPU for sampling, which basically means the rendering samples
that we will use. We don't need the
viewport for now. Blender by default, we will
have a max sample of 4096, which is to be honest,
a little bit overkill. Instead of that, I will
be using to five-sixths. But again, depending
on the power of your computer and all
of that experiment with different values until somehow you get an embryo
that works for you. I pick this number because
I did some draft renders before and I know that to five-sixths will
works for informing, but please feel
free to experiment. For example, you can
start with eight if you have really low gear
and basically just started doubling the
render samples until you somehow find the
perfect combination or the sweet spot between
the rendering samples and the quality of the final
render and the render time. So maybe go for example, 816 in 30 to 64, maybe try 128. After that, you can
go to to five-sixths. And if you want
to go above that, you can definitely do that like 51210 for 1024, it is up to you, but in my case, I
will leave it at two five-sixths for the light
paths blender by default, we'll have a max balances of 12. I mentioned that before. It is way overkill and it will
drop it by third actually, which means it
will become eight. Also, you will have another
tab called volumes. You will have here something
called step rate render. By default it will be one. And the more you start
cranking this number, you will basically
start lowering the resolution of your volume
in our case of this fog, and at the same time it will
increase your render time. What I would say is that if
you feel like the fog element is really slowing
down your render and your computer
can't handle it. You can crank this number
to something like four. Yeah, you can change these
both of these two numbers if you want to have
even faster renders, in my case, I will leave
them at one inside of film. I mentioned that
before, but make sure that you check transparent and let's jump to
our ocean layer. From here, I will select
one of our oceans. I will go to the Modifiers tab. And most importantly,
make sure to check your render details or your
render subdivisions or, or render resolution by default, we set up our first
layer to be 36, the second one to be also 36 because our camera at the end we'd get
really close to it. For the other one, we
dropped it down to 25. And after that, 20, if you want to optimize, even you're seeing
a little bit more, you can play with all of these different numbers that are related to the
render resolution. But please consider that the
lower this number will be, the lower resolution your
ocean will look like. That's just the nature
of how 3D works. The more geometry have a
longer renders, you will have. Another thing that you
might want to check. It is basically in the
file output settings, make sure that your
resolution is 2560 by 1080. And if you want to lower this
resolution, for example, to 720 P, bring this
number down to 50%. In my case, I will keep it at 100% frame rate 24 for
the output settings, they're not necessarily
because we already set them up right here in the file
output or in the compositor. And by doing this, we're ready right now to
start rendering the scene, make sure to jump to
your solid views. You basically optimize or
you save a little bit of memory for Blender
went to render, Make sure to go to
File also and save. And right now, all you have
to do is basically to go to Render and render animation. It will probably take some time until blender
finishes the render, but I will highly recommend that you leave
it to render overnight. And depending on the
power of your computer, you will find them already
done at the morning. After you finish
rendering the scene, I will show you how to render
your sky in the next video. And after we do that, we will be ready
to come our scene. Yeah. See you in the next video. Everyone.
16. Rendering The Sky: Hello and welcome everyone
in this new video, where I will show you
how to render the sky. This video will be pretty short because it is not
that complicated. Right here in the top
close to the ocean, you will have an option
called the full copy. Click on it, and it will
basically create a copy of this entire scene
so that right now you will have your original
scene all call it, for example, ocean and fog. And for the second scene, I will call it scouring and hit Enter right here in the composite or as you
probably remember, we do have two different setups for the ocean and
other for the fog. I will just delete
one of them by selecting them and hitting X Control Spacebar to
minimize the editor. And here's what we're gonna do. I will jump to the
rendered view. Let's disable all the
different collections. So just disable all of them and actually only leave
scene because it contains our camera
and all of that go to your render settings and
uncheck Transparent, which means that we will
render basically clean plate. I will click on this
small folder and maybe create a new folder
and let's call it Sky. Accept. For this
node properties, make sure to change
its name to sky underscore for the
render samples, you don't need like a
really huge number. You can probably even go with
something like eight or 16. I will put 16 because
it is just an image and blender won't be
doing any sort of complex calculating right now. After you do this, make sure to save your file and
we'll go File, Save and go render
and Render Animation. And basically it shouldn't
take a long time before basically Blender will
render the entire scene, give it a couple of
minutes and we will be ready right now to
accommodate our scene. Yeah. See you in the
next video, everyone.
17. Compositing Part I: Hello and welcome everyone
in this new video where we will basically
come our ocean shot, as you can probably
remember from the previous video or actually
from the previous chapter, I always like to start a fresh blender seen when I
wanted to composite my scene just so that basically
I started from scratch and it will just simply probably just make
Blender faster. So that's why I'm doing that. So I will click right here. And the first thing I'm
going to do is basically to just jump to the
compositing tab. From here I will
check Use nodes. And from here I will go shift
a input image sequence. And all you have to do
basically right now is to import the images that we
get out of the render. The first thing I
want to mention guys, that because I render the symbol for a render that in
four different layers, not just three, the
only difference between you and me
is that for you, you rendered all the
oceans on the same layer. So basically you
don't have to do the extra work that I
will be doing for you. You will have only
three folders. As I mentioned before, you should always
think of the hierarchy of how you will lay your
different elements. So the farthest thing and the
background will be the sky. So it makes sense
to import it first, select your first
image and click on import image sequence, and you will have this node. Just put it right here. Let's go again, add
input image sequence, and I will import right now chronological way my atmosphere, I will select the first image
and import image sequence, and I will put it right here, add input image sequence, and I will import
right now the ocean. But as I mentioned before, for you, you will have
only one ocean for me. I will have two oceans for you. All we have to do is basically
to open your ocean folder, select your first image
and import image sequence, and you're basically done. I will do an extra step
because as I mentioned for me, I have two different
oceans in your sequence, important in your sequence, and I will put it right here. Alright, So basically
right now you will have four different nodes, or actually three in your case. And here's what
we're going to do. Basically, we will leave
the atmosphere over the sky and then the ocean
over the atmosphere. We already discussed how to do such thing in the
previous video. So make sure to go to
add and let's look for Alpha over I will take this node and what will blender
would basically do it will overlay the second socket
over the first socket. I will take this guy and
plug it to the first image, and I will take the atmosphere and plug it to the
second socket. If you hit Control Shift and click on this alpha
over to see it, you will have something
looking like this, because it is so huge. Make sure to hit V,
to make it smaller, something just like this. And maybe let's move it
a little bit to the top. And it will select
all of these myths and bring it a little bit down, something just like this. If I bring this a little bit up just to see what's going on, you will have something that
looks kind of like this, which you will notice
that somehow the fog is like basically covering
the entire scene. The main reason for
that is that we need to check this convert
pre-multiplying. And when you click on it, bam, you will have something
that looks just like this. And if you're scrub through
your timeline, it is clean. And just to make sure that
you're seeing the result we want if you control shift
and click on this guy, this is the before
Control Shift and click on the Alpha
over to see the after. This is the after, this is the before and this is the after. So yeah, our atmosphere is working right now the way
we're expecting it to be. So make sure to check
convert pre-multiplied. Now we need to put the oceans basically over the
rest of the scene. I'll take this
viewer right here. I will take this alpha over
Shift D to duplicate it. It right here. It will take the
ocean and plug it to image for you right
now everything will be working fine just because you have only one ocean. But in my case, I
will have to do another duplicate and I will take it and plug it right here. And you will have basically
right now a result that looks something
just like this. I will hit N to hide this sidebar and I will delete
both of these two knowns. Delete. And basically right now
we are ready to start changing and color
correcting our final result. The first thing I'm
going to do is basically to start by changing a couple of settings after this first
Alpha over which is responsible for combining
the sky and the atmosphere, we'll take both of
these two knowns and bring them
something like this. And also it is
always handled pull to just collapse
them so that you have a neater vision or smaller
nose to see your scene. It is always helpful to do that. And what I'm gonna do is
basically to go Shift a and I will add curves. And let's just put
it right here. I think I will do like
the famous S-curve, just to bring a little bit
more contrast to the scene, something just like this. And I think I will reduce the red a little
bit so that I bring a little bit of blue to the sky and it will look
something just like this. I will collapse this. And right now I want to change basically the
look of our oceans. Let's collapse. This is, this, this select all of them, put them right here. And basically I will go shift a search and let's
look for curves, RGB curves again, and that will put it after the first ocean. In your case, you
don't have to oceans. So you probably will do
this for only when ocean. And I will basically
add, as I mentioned, maybe just tried to make
it a little bit darker. In my case, I wanted
to basically match perfectly with the ocean
that is on the foreground, which will be something
just like this, I think. Yeah, that's looking
pretty good. And the last thing are
actually not other last thing. But after this entire
setup where we combine all the
different layers, I will go at the end,
I will go shift, and I will add curves. This node basically
will be applied to all of these render
layers before it, I think I will do an
S-shaped curves so that it looks a little bit
more contrasty and moody, something just like this. And also I might bring
the red little bit. What if we also
bring a little bit of green down so that we add
a little bit of magenta. It will look
something like this, which to be honest,
I kind of like it. Another thing that I just
noticed right now in my render, if you focus right here, there is a little bit
of clipping going on. There are multiple ways
to fix this problem, but to be honest, in my case, I'm not going to bother basically clone stamping
and all of that. So what I'm gonna
do is basically to go Shift a transform. I will just put it right here. Probably in your case, you don't need to do
that just because you're ocean is already
perfect the way it is. So what I'm gonna do
is basically to bring the scale a little bit
up until I hide it. And that's looking pretty good. Yeah, that's
basically it I think for the main setup of all of these different
nodes and how to color correct them
and all of that. Please keep experimenting when it comes to the compositor. Maybe add different nodes, change different settings
for each element until you somehow find a result that you're
satisfied with. It is like painting for now, we all have basically the same
material and all of that, all we have to do is basically
to try and play with them until you get a result that
you're satisfied with. For this first video, for
the compositing were done. And in the next video we'll add some extra flavors to this
shot like a vignette, some grains, some
chromatic aberration, and basically finalize it. Yeah, see you in the next video. Bye everyone.
18. Compositing Part II: Hello and welcome everyone
in this new video where we will basically finalize
finally this shot. So the first thing I'm
going to do is basically to add a little bit of
green to this shot. But actually before I do that, I really want to add a vignette. In a previous video, I mentioned that there are
multiple ways to do this. And in our case, we
will be using an image. And this image is basically
just a simple gradient. So here's what we're gonna do. Go Shift a and look for image, click on it and click on open inside the
Resources folder, which is resources assets, you will have a picture
called gradient. Open it. If you control
shift and click on it, it will look
something like this. I will look after my transform
node and we basically we will overlay this picture over the rest of the picture. But because we don't want to
like just slap it on top, we want to multiply them. I will go Shift a and
just look for mix. I will put it right here. Right now it is mixing
the first image with basically why that's why
we're seeing this result. Now we'll take image
and I will plug it to the second socket to look
something like this, which means that we need to
change the blending mode. But before we do any of that, let's try to basically
make this picture, which is this black and white, the gradient fit
inside this square, which belongs to our main render or the aspect ratio
of our main render. And to do that, it is
actually pretty simple. All you have to do is
basically to go Shift a and look for a transform node. Let's put it right here. From here you can start
basically changing the scale, make it bigger just like this. And right now if you
change this blending mode from mixed to multiply bam, it will have something
looking just like this, but it is too, too dark. And the main reason is that we basically need to change the
contrast of this picture. So here's what we're gonna do. Let's take this transform
node somewhere right here. And I will go Shift a
and I will add a curve, RGB curve and put it
after our gradient. Right now if you start basically playing with this gradient, you will basically control
how dark this vignette is. All we have to do is basically
to just bring it from the middle and bring
it a little bit up, maybe something like this. And as you can see, we created right
now this really, really nice vignette on
the border of this image. If you want to lower
the intensity, all you have to do is
basically to lower the factor which is black
kind of self-explanatory. It will use more of the first image rather
than the gradient. Let's collapse this and this. And that's how you can basically add a
vignette right now, I want to add a little bit
of like lens distortion. To do this, make sure
to go Shift a and look for a lens distortion, put it at the end, and then inside of the store it makes sure to plug a really,
really small number. Let's say for example, 01 just to see how
this effect work, and it will look
something like this. Let's try minus 0.1. And this is actually too intense if you really focus
on the edges, that doesn't look good. So I will change
it to minus 0.01. It's still too intense. Let's just try 0.001. And yeah, I really liked this result and most
of the time will find yourself plugging
the exact same number also in the dispersion, which will basically
create a little bit of chromatic aberration
right here on the edges. Right now this entire scene is basically complete and
ready for rendering. The only thing that
you need to do is basically to delete this viewer. Let's hit X and let's go Shift a and look for file output. Let's put it right here. I will create a new
folder and call it, for example, final render. Double-click on it
except hit Enter to open the properties
of this node right here, go to node properties
compression 0. And for the image, let's
call it final render. And yeah, that's basically it. All we have to do right
now is basically to go to Render and Render Animation. And blender would
basically render this entire seem like pretty fast. It is just in a
matter of minutes before it will be
ready for you to go and you will have a result that looks something
just like this. And by doing this,
we finally finish this chapter which
belongs to the ocean. This is the first
approach on how to create an ocean
inside of Blender. Hope you enjoyed it and congratulations if
you reach this point, especially if you also finish the desert chapter that you
really committed to that. And I promise you that it
is just a matter of when before you just become a really professional
Blender artist. Thank you very much for
tuning into this chapter. You might also find a couple
of videos after this, which are like some extra
flavors to this ocean. And I will see you in the
next chapter where we will create some rarely
epoch mountains. Yeah, See you there.