Fluid Simulation Guide In Blender 3d | Nityam Patel | Skillshare
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Fluid Simulation Guide In Blender 3d

teacher avatar Nityam Patel

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:56

    • 2.

      Modeling the milkshake bottle

      23:13

    • 3.

      UV Unwrapping and adding some materials to it

      12:42

    • 4.

      Fluid Simulation

      16:34

    • 5.

      Installing Blenderkit addon and importing chocolate Material from it

      1:17

    • 6.

      Adding background And lightings

      6:55

    • 7.

      Render And output settings

      2:45

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About This Class

Dive into the art of 3D beverage creation as we guide you through crafting the perfect milkshake render in Blender. Beginning with Episode 1, master the intricate details of modeling a realistic milkshake bottle, ensuring it's primed to hold your virtual concoction. In Episode 2, we shift focus to the label, unwrapping it and applying captivating materials to breathe life into your design. As the series progresses, Episode 3 takes a deep dive into fluid simulation, exploring liquid domain flow and effector manipulation for lifelike pours and splashes within your bottle. Episode 4 expands your toolkit by showcasing the Blenderkit addon, facilitating the import of chocolate materials to enhance liquid realism.

Moving on to Episode 5, we shift our attention to setting the scene, adding immersive backgrounds and expert lighting setups that set the mood for your render. Finally, in Episode 6, fine-tune your creation with rendering and output settings, ensuring your milkshake masterpiece is showcased in all its glory. Whether you're a novice or seasoned artist, this tutorial series provides valuable insights and techniques to create irresistible milkshake renders, guaranteed to leave viewers craving more. Get ready to blend, pour, and render your way to beverage perfection!"

Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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Transcripts

1. Introduction: Hello everyone. This Nlithium Patel. In today's class, I will be guiding you through the essentials of modeling and fluid simulation in blender. Basically, this class is divided into six episodes. We'll start with modeling the milkshake bottle, then move on to setting up some materials and adding label using Uionwrapping. Next, we will delve into the fluid simulation concepts where I will be covering the liquid domain flu and effectors. After that, we will install the blender kit addon and import the chocolate material from it. We'll also discuss setting up some light background and camera. And finally, optimizing render and output settings for the best result. So join on this exciting journey to enhance your product animation skills. See you in the first episode. Let's unleash our creativity together. 2. Modeling the milkshake bottle: Welcome to the first episode of Modeling of the shake bottle. First I'm going to select all this object, so press A to select all and press X to delete. Now I'm going to add a reference image through which I'm going to model the shake portal press numbered one and go into the front view. Press shift in the image. Just go to the reference. I will provide my reference image in the project resources, this is the reference image. Now I'm going to import a cube, press shift and in the mesh, just simply select the cube. Now turn on the X remote so that we can see through the image properly. Now select the cube and press to scale it according to the image. Yeah, as soon as you see this perfect align of the image with the cube, you can simply resize it. Now to perfectly align this cube with the image, what I'm going to do is go into the edit mode by pressing Tab again. Go to the front view by pressing Numpedel, which are not perfectly aligned with the image. And press X like this. Now this is perfectly aligned. Now what I'm going to do is select this cue and press Chehad to drag it in the direction. Now again, press Step and go into the edit. Now select this bottom vertices. And bring them down by pressing Che head until you see the bottom edges of the bottle in the reference image. And adjust it by zooming the image. Yeah, now this is perfectly aligned. Again, do the same with the top Tics. Select Top Tess and press and take it to the top direction, that is that direction. And press now. As soon as you see this type of cove around here, we have to add a loop cut. Just simply press control R to add a loop cut over here. And just simply place it over here like this, You can adjust it according to the cow size of the image. As soon as you start seeing this cove, you have to place the loop cut over there. Press G. Yeah, here. I started seeing this type of cove in the image. I'm placing it over here. Now I'm going to add a bunch of look cuts over here to perfectly align the cube with the image. Press control R. Now you scroll mouse button. Now you have to scroll mouse button to increase the number of lots. I think five is perfect. Yeah, five segments. Four segments is perfect. I'm placing it over here like this. Now what I'm going to do is just simply double click on these vertices to select all the vertices and press to scale it. Yeah, now it is perfectly aligned. Again, double click on these vertices. Press to scale it. Now you have to simply adjust it with the image. Double click, press again, double click, press. When the bottom vertices came up, you have to select all these like this, make sure you have to select all these. When the bottom vertices come up again, press and adjust it according to the image. Yeah, like this. Now again, we have to do the same step here. As soon as you start seeing this cover around here. You have to add a loop cut to control R and place it over here like this. Yeah, press sad to adjust it. Yeah, as soon as you start seeing this cow, you have to add a loop cut. Now again, I'm doing the same process here. You have to, again, add a bunch of loop cuts. Press controller, add a loop cut. Now scroll the mouse wheel button and set it somewhere like, yeah, I'm adding ten number of loop cuts. Again, we have to do the same process here. Double click on these vertices. Ten, press to scale it and adjust it with the image. Again, select presses to scale again. Select press scale again. Selects press to scale it. Make sure you are properly aligning the vertices by scaling and adjusting with the image reference image. If you find more movement or fast movement when you scale these vertices by pressing S, you can simply hold Shift button to reduce the speed of the scaling press. And if I press Shift, it will move a little bit slower so that we can perfectly align the vertices with the image. Again, select and press to scale it. Now what I'm going to do is when the top verticis came, just select all these vertices and press S to scale it. Take this, yeah, now the top particis is I think, a bit more upwards towards this image. Simply press G's head and grab it in this direction. Yeah, Yeah, now this is perfectly aligned. Now what I'm going to do is just again, press step to go into the object mode. Just turn off this x ray more. Just select this cube and press right click and shade it smooth. Now go to the modifier section and add a Subdesent Surface Modifier. Subdesion Surface modifier allows you to increase the details and smoothness of a low resolution model. Interactively change its value to three level, put value to three, and render to three. Now what I'm going to do is again go to press Step and go into the edit view. Now what I'm going to do is press control to add a look. Make sure you have added four looks over here vertically like this. If you're getting trouble with the loop cut placing, if I p over here, it will be not perfectly in the middle direction. Just simply press right click so that it will automatically align these loop cuts at the middle direction or at the middle section. Now again, you have to add a lot over here. Again, over here like this, Make sure you added four lots. Place it over here. Simply press right, it will be perfectly aligned. Now we are getting the shape of the bottle. You can simply see it. Now we are going to model this section of the bottle. For this section of the bottle, what I'm going to do is just press seven to go into the top. Select this image first and press and Y. And grab it over here like this so that we can perfectly model the top of the bottle. Just just go to the top. Now select this bottle and press Tab to go into the edit mode. Now you have to select all these pass. Just select this phase, you have to go into the phase selection mode first. Simply select this phase, first phase, and press control. Yeah, until you see the all phases selected. Or you can just manually select pass by pressing shift click like this. After selecting these faces, if you right click, you can see the Loop tools option. But if you're not seeing the Loop tool option on your particular menu, you can just simply go to Edit references and just simply search your Loop tools. You can simply the mess box so that you can just simply refresh it and close it. If you right click, you can simply see this Loop Tools option and just select Circle. Loop tool is a add on which is used to give this particular kind of shape around here. In the added mode, just simply make sure you have tick mark this radius button and just decrease the size of the circle as soon as you started seeing this perfect circle shape. Like this. Yeah, so 0.64 is perfect for mine. Now press S to scale it according to the portal. This is, I think, perfect. Now go to the front view like this. Now press to excrude. It will automatically excrete our mesh into that direction and just place it according to the image like this. Make sure you have turned on this De, go to vertices selection mode. Now I'm going to add three look cuts over here. Add press control and scroll the mouse button. As soon as you see these three blue cuts over here, press left mouse click button to place it, and right click button to place it on the middle. Now what I'm going to do is just select these vertices over here at the top. Select these vertices over here. Make sure you have not selected the middle vertices. And press to simply scale it on the inner direction like this. Yeah, and select these vertices and press to make sure to scale it outwards. Now this is perfect typing, You can see that this mass is not perfectly looking good. To solve that particular error, you have to simply press controller to add a Loukwat over here. And place it over here. And move it upwards so that it will give a perfect shape around here like this. Now again, press step to go out from the edit mode. Now to make the bottle cap, just go into the front view shift, press sift and add a circle over here. Press G, and place it over here like this. A, Yeah. Now, scale it according to the size of the bottle cap by pressing, So yeah, I think I need a bench. Press X to perfectly align it. Again, press I think, yeah, now this is perfectly aligned with the bottle cap. You can simply see that. Now just turn on this x ray mode. Now, this is the main step here. Please listen me carefully. Just go into the edit mode by pressing Tab. Now press and set to excrute it in the set direction unless you see the Tics came up over here like this. Yeah, align it here like this as soon as you see these edges. Now what I'm going to do is just carefully follow my steps. Listen carefully. Just press to excrude it and press right to place it where these vertices are. Now what I'm going to do is just press to scale it. Scale a little bit. This. Yeah. Still a little bit like this. Now, again, go to the front view by pressing Numped one. Now, press E and Z to exclude it on the direction and align it according to the bottle cap like this. A. Yeah. Now, right now it is perfectly aligned. Again, the same step. As soon as you see the Cod edge around over here, we have to add a look cut press control R and place it where the cow portion is started. Yeah, perfectly align, this is where the portion is starting. Now what I'm going to do is just select the top Tics, go out from the edit x ray mode and press to make sure you select the top verticis and press to fill it. Now again, go into the front view. Again, turn on this x ray mode and press control to add bevel. To increase the number of bevel segments, just simply scroll down this mouse wheel button like this and place it over here like this. What I'm going to do is just go to the top. You have to select these particular vertices. Make sure you're selecting these, these lines, not these dotted vertices. Simply hold down Shift button and double click on these vertices. To select all these, make sure to leave one verticies behind, otherwise the bottle cap we are going to design, it will not work. Make sure you are leaving this hold down shift button and double click on it again, you have to leave one, you have to simply select all this again on hold down shift button and double click again. Leave one hold down shift button and leaving it, you have to select all this by leaving one vertices, one bunch of vertices behind it like this. Hold down shift button and select downshift button And select this. Now as soon as the all vertices are selected again, go to Front View by pressing Numped one. Just go to the Selection view. Now we have to remove these particular edges. Hold down the control button and select the edges like this. Our edges are now removed, but you can see that this particular small edge is somewhat selected. To remove that particular edge, What I'm going to do is just hold down the control button. You see these edges, middle edge, you have to select the hold down the control button and select. You can see that our edge which was selected is removed. Now what I'm going to do is just go to the front view and press control to add a bevel modifier and scroll down the wheel to decrease the number of segments. Yeah, three segments is perfect. Now place it over here like this. Now what I'm going to do is press and press Excrete. Pass along normals. This will exclude all regions together along their own axis which are the normal. Again, go to the front view, press Alt and exclude face along the normals. Little bit outside towards their axis like this. Yeah, this is now perfect. Now go out from the x ray more, you can see there somewhere outside of their normals. Now press tape to went out from the more you have to add a subdisent surface modifier. Just select this bottle cap and add a modifier called subdisent Surface modifier. Now change the level report to three and render again three. Now to remove this particular portion or to flat this particular portion, just press Tab in the selective phase selection mode. Select phase and press I just place it over here by pressing left mouse click button like this again. Go to sharpen this edge again, go to the Tab view and place the cursor over here like this and press control R. And just place the loop cut and yeah, place it over here like this again to sharpen this edge again, go to the edit mode, press control, and place the edge around here like this. Yeah, you can see that our bottle cap is perfectly aligned. What I'm going to do now is to add more thickness to this bottle. What I'm going to do is just select this bottle and add a solidify modifier. Make sure that modifier is towards, upward from the subdivision surface modifier so that it will apply, it will affect both the subdivision as well as the solidify modifier. I'm setting the thickness to 0.03 meters and set it to even thickness. Now our bottle is completely modeled. See you in the next episode where I'm going to teach you how to unwrap this bottle sticker and add some materials to the bottle cap. See you in the next episode. 3. UV Unwrapping and adding some materials to it: In this episode, I'm going to teach you how to add the label to this bottle and give some materials to the bottle and this cap. First, I'm going to unwrap this label. Just select the bottle. Now what I'm going to do is just go into the shading menu. Now, add a new material over here. Now what I'm going to add is a image section node by pressing shift A. Now search image texture and just place it over here. And add the color to the base color through the image textion note. You can simply attached an image to the particular material of the bottle. Open the image, this label image I will provide you in the project resources. No need to worry about it. Now what I'm going to do is just press numbered one to go into the front. Now press Tab to go into the added mode. Now you have to press eight to select all. Now to unwrap it, just simply press to unwrap basically what is set. It provides the best fit to the pass. Based on the scenarios, we have to apply your Smart U project. Press U and select a Smart Project and press okay, what Smart U project will do it if you see this particular phases over here. This is phase, this is one phase. There are a total of four phases. Here are some phases over here, and the bottom ones, it will perfectly align your UV with the particular image or the label you have selected. If you go to U editing, this is perfectly aligned. So what I'm going to do now, as you can see, by applying the Martu project, it has set the particular faces to the label of the image. What I'm going to do is just go into the front view by pressing Numpered one and just select your face selection mode. Just go to this shading viewport. As you can see, by applying the smart U project, it will automatically align the particular U to their particular faces of the label. What I'm going to do is just go to the front view by pressing numped one here, go into the shading view like this. Now what I'm going to do is just select the particular phases where I'm going to apply the UE of the front label. You have to select the front pass, make sure you are in the phase selection mode here. Now selects to select all in the UE sections like this and scale it Y again, bress x like this. Press X to scale it, press Y. I think this U is perfectly aligned, This is in the downward direction. To solve that particular error, just simply press R 180. You can see that our UE is now align. Now this is the front view. If you press numbered one, this is the front view. If you see this minus y icon, simply press to go into the back view. Now you have to select these particular pass. Also do the same process here. Just press A to select all and scale it. Press X and press Y like this. And perfectly align it by scaling it like this. U is perfectly aligned, this is also in downward direction. Just simply press R 180, our two UVs are perfectly aligned. But as you can see, that is weird things in this whole particular area. This is because of all UVs are not perfectly aligned. To solve that particular error, just go to the front view and select these front faces which, where we have set our faces again. Go to the back view. By pressing this minus Y. And make sure you have hold down the shift button and select the backward faces. These are the two Us which are selected. What I'm going to do is you have to press Y and press one that you set, or grab the UE towards the blank section. Now what I'm going to do is just select go to the Front View. Now what I'm going to do is just press A. To select all in this UV section, you are to select these particular faces. What I'm going to do is select these particular paces and scale it a little bit like this. You have to make it smaller, align it where you see the brown and reddish color. Now again, you have to select the top faces which we have particularly set it. We have grab it towards and 1 meter towards the Y direction. Just simply press Y and press minus one to perfectly align it with the UV. As you can see that our problem is now what I'm going to do is I think this is not perfectly seen to solve that particular error. Just to in the added mode what I'm going to do, press control to add a loop cut. As soon as you can see the S, this logo perfectly just place on the UE. Yeah, I'm placing it here, over here like this. Again, add a loop cut. And place it over here like this. To solve this weird looking and E, you have to add another loop cut. Just place it over here like this. You can see that our both us are perfectly aligned. You can see that clearly. Now what I'm going to do is give some material to this bottle and this cap to perfectly see the material of the bottle in the cap, I'm going to add HDRI, which is the environment texture. If you not know what environment texture means, basically environment texture are the cube map textures that depicit the view in all directions from a specific point in a scene. Just simply click on this little dot over here. Select environment texture and open environment texture. I will provide my environment texture in the project resources below. Now go to the render setting and just simply select here cycles and change the device to GPU compute. If you're not a GPU in your particular laptop or PC, you can simply select a CPU. But I will prefer you to select the GPU compute for faster rendering and fast results. Now just set this viewport value to 50 and this render value to 300 and make sure you have unable noise. Now what I'm going to do is just go to the Shading menu in the Material section. Just go to the render view here, you can see this bottle over here. Firstly, what I'm going to add is a Mike shader, press Shift and type here shader. What basically Keshad do is it lets you combine two of the other shaders and adjust the influence each one of them has on the result. Now drag this downwards and just unplug it and place it on the bottom shader. Now what I'm going to add is a glass BSDF. Press shift and search your glass BSDF. Just place it over here like this. Basically, the glass SDF is used to add a glass like shader mixing, refraction, reflection at the grazing and angles. Just select here, back mean, what I'm going to do is just set this factor value to 0.970 something like this. Now to increase the shininess of the bottle, just decrease the value of roughness to 0.150 like this. Now you can see the bottle is shading like a glass. We want this type of material or to give this color more brown or more chocolate color. Just we are going to add a Algebica over here. Just press Shift. And just select this Algebica over here. And place it over here like this. You have to play with this graph to change the color of the bottle. Yeah, my bottle is now looking perfectly good. We are going to give material to this bottle cap. We just simply select here and add a new material. Now, set the base color to orange or something like that. Yeah. Now what I'm going to do is change the roughness around 490. Yeah. Again, you have to play with these values. Just I'm going to give it a little bit of orange around here like this. I think our bottle is now looking completely good. Yeah, so this is the end of the episode of applying some materials and UEN wrapping. So see you guys in the next episode. 4. Fluid Simulation: In this video on, I'm going to explain you about the fluid simulation. First of all, I'm deleting this image, reference image. There is no need for it. Just go to the layout view. Before the fluid simulation, we need to make this bottle cap and this whole body of the bottle joined together. First of all, you have to apply all the modifiers. Just go to modifiers, Select the bottle cap, and go to modifiers and just apply it. Now select the bottle and make sure when you select this bottle and go to modifier, make sure you have to first apply the topmost modifier I'm applying for solidify modifier and then the subdesent surface modifier. Now to join together, what I'm going to do is just select this bottle cap first. And then shift bottle body and press control to make it join together. Now you can see this joined together now rename it to you name it to Shake bottle. Before starting the fluid simulation, I'm going to explain what is domain effector and flow in this little animated video, Basically, in this video, I'm going to explain you about the liquid domain effect and the flow. Basically what liquid domain is. If you see this big square or big cube over here, this is our liquid domain. Basically, this chocolate liquid over here, as you can see, this chocolate liquid must reside under the liquid domain. It cannot get out from this Lomain. This flow right here, if you can see this flow, basically the flow refers to the path through which liquid moves via an effector. Effector is an object where this chocolate liquid is going to collide with. To apply the fluid simulation on this bottle, what I'm going to do is just go to the front cube and press shift to add a cube. Now in the cube selected, you have to go into this object right here. In the quick effects, you have to select this quick liquid. As you select the quick liquid, you can see that this large box over here. This is our liquid domain. You can see this small cube over here. This is our flow. Firstly, rename this cube to flow by pressing double click on the cube button. Just type here Flow. Now what I'm going to do is resize this shake bottle. Just select the shake bottle, press N and go to the item. I'm scaling it to 0.193 meters. Just simply select all three values and just type here 0.193 Yeah, I want this bottle to this much smaller. Now again we are going to resize this liquid domain. I'm going to set this to 2.042 or something like that. And the y axis to 1.804 and the z axis to 1.796 Yeah. Now select this flow over here. Again, scale it. I'm going to resize it. Set this x scale to 0.3 89y scale, 20.169 set to 0.290 This is nine perfect. Now I'm going to rearrange all these locations of all three objects over here, which are the liquid domain, the flow, and the shake bottle. Just go into the side view by pressing this minus X button. Now select this domain first and press head to make it on the center like this. Now select this bottle and place it over here like this. By pressing Y. Yeah, right now it is perfect. Now our flow over here. And just place it over here, pressing Y, and place it over here like this. What I'm going to do is just go to the side by pressing minus x and change some scale values of the flow. I'm giving it x 0.169 Change the y value to 0.389 and change the value to 0.29 Now select the flow and place it over here like this by pressing Y. Yeah, basically, liquid domain defines the boundaries within which the fluid simulation occurs, controlling the behavior of the liquid. It's like a container that holds the liquid and determines its interaction with other objects in the scene. This flow right here is a feature used in fluid simulation to define the source of the liquid. It determines where the fluid enters the seeing and influences its movement and behavior within the liquid domain. Now if you select this liquid domain here and go into the properties over here. Now set is a resolution value to 90. What resolution basically is, it is basically used for the fluid domain. This value corresponds to the longest lumen site. In other words, you can say that the resolution for the other domain sites is calculated automatically. The resolution number will be the smoother will be the liquid type. I will prefer you to set it as 90. Make sure you have disabled all these border collations. Basically, border collation in blender refers to how fluid simulation interact with the boundaries of the simulation domain. Now disable this liquid icon over here and turn on this diffusion and mesh in the mesh option right here. This upper factor is the Mess simulation which is scaled up by this factor value changes factor value to three and is smoothing and negative to two in this catch right here. This is a frame start where the fluid simulation will start. I want to start my fluid simulation at first frame and end at 100 frames. In this type, what replay basically is, in this replay type, you can live see the fluid simulation before making all these values. In this modular type, you can simply have to bake all these values which we have cited and then we can see the fluid simulation. So I will prefer you to select this modular turn on this resumable box so that if any crash or your PC crashes occur, you can just simply press escape button to pause the beak. Now in the field weights to set this gravity value to zero, I want my fluid to be dropped as per the gravity in the that direction. Just simply set this value to zero. Now when it comes to this flow, what I'm going to do is the change is Sam subsurface value to ten. What basically sampling subsurface is, it is the number of additional samples to take between frames to improve the quality of fast moving flows. Now what is this initial velocity? Enable this first initial velocity. Now I'm going to explain this initial velocity. Indeed make sure you listen carefully. Press to remove this item box. Now go into this negative x. If you select this flow over here and press Y, you can see the top values over here. My top value is something around -1.8 on the along y global axis. Just right lick to place it over here where it resides. You can see that as soon as I press Y, yeah, I want here to collide it around like -1.75 or something. -1.8 Right lick in the y axis, change the velocity to -1.8 Now I'm going to make a effector. Basically what effector is, when the liquid is going to fall from this effector to this bottle, it will be collided with the effector, which we have to make it over here. Just select this bottle over here. Press Shift and just select your cursor selected. I'm going to add a cube over here to make the effect. Now scale it like this. Rest and Y to grab it. To make this effector. I'm going to hide this domain liquid dominu here and go into the layout over here. Now Breast Y to scale it on the Y axis like this. Brest X now breast to scale it on the axis like this. Just go to the edit mode by pressing tab. Now, select this phase. Yeah, in this phase selection, select this phase and press to scale it like this. Now what I'm going to do is press to excace along normals, exclude a little bit like this. Press to again scale it, yeah. Now press again, tape. Now shade it, smooth in the modifiers. Just add a subdesent surface modifier and change the level, tend to two. Now I'm going to resize this by scaling it now. Just go to the front view. Just simply, yeah, give this as the shape of the bottles. Head. This press to scale it over here like this. Now again, go to the negative x axis and press Y and completely make it close with the bottle. This. Now what I'm going to do is just press select this particular phase. Press a, place it over here. This, yeah, now it is perfect. Now press step to go out from the edit more. Now just simply unhide this domino here. Go into this wire frame view, just named this as effect. Go to the physics step and select this fluid over here. And change this type to effector. Before making the all values, what I'm going to do is just go to this effector first switch to this wire frame. In this effect you have to turn on this box. Make sure you mark planar box. Basically, it allows you to simulate water flowing over a surface. Also in this bottle, we have to also tick mark this plan box. Now just select this domain and make sure that you have selected her modular type. Just make this value by clicking on it. Bake data, it will take some time to bake your data. Now scroll down here in the mesh. Have to make the mesh, just simply click on it. It will also take some time to make your mesh. Our fluid is now baked. Now just go to this layout view and select and hide it from the viewport as well as the rendered view. Now just press Numpad one to go into the front view and select and set end frame 200. If you hit play, you can simply watch the animation of the liquid. Now it is perfect, you can see that. Now what I'm going to do is just select liquid domain and shade it smooth. Now this is the end of the episode. In the meet you in the next episode. 5. Installing Blenderkit addon and importing chocolate Material from it: In this episode, we are going to install blender kit, add on, and importing the chocolate material from it, Simply go to your browser and simply search your blender kit. Search it. Now go to this first link, and here you can just simply download this blender kit. After downloading the blender kit, just go to your blender. Now just simply go to Edit and Preferences and just simply click here on Install. Now go to the download section where you have downloaded the blender kit. Here is which I have downloaded. You just simply install the add on and make sure you have tick mark the box. If you take Mark this box, this little pop up box will appear over here in here. Just go to this material section. Now you are to select this liquid domain here where we are going to apply the chocolate material. Now just simply search here, chocolate, Simply import this material. This is the end of episode. 6. Adding background And lightings: In this video lesson, I'm going to teach you how to add some background and lightings. Press Shift and add a plane. Now you have to press R X 90 to rotate it towards the 90 degree. Now press Y to move the plane around the Y axis. Now just go to the front view and scale it like this, This must be. Now I'm going to add a camera, press shift and add a camera. Now go to the front view. Now to perfectly align the camera with this view, just press control at zero compared zero. Now my camera is too much close to the bottle. Just select the camera and press G, Y to grab it and adjust it accordingly. Now, press Head. Yeah, Press Y, X, yeah. Now press A to select all. And press, sad to move all things on the Xs. I don't want this to inside this box area. Now what I'm going to do is again go to camera view by pressing Numpad zero in the camera data properties in this view display J. Make the papert out value to one so that you can not see the area which is outside the camera view. Now just in the composition guides, just turn on this third and center to perfectly align the camera with the viewport. Suppress sad and hold down. Shift to adjust it accordingly. I can press X to now it is perfectly aligned, I'm going to queue some material to the background. Just go to the camera view by pressing numbered zero. Now go to this rendered view so that you can see the background properly. Now select this plane, and in this material section, add a new material over here. I'm adding a material which is somewhat brown. You can play with these colors wherever you find the best background. Yeah, I think this is good. Now I'm going to change this bottle color. Just simply go to shading and again, go to this camera view by pressing compared zero in this rendered view. Just set value to set this graph to downwards so that it will appear more brown in color. Yeah, now this is perfect. Again, go to the Layout View. Now what I'm going to do is to add more effect in the background. I'm going to add a area light. Just go to Layout View. Now what I'm going to do is press Shift and add a area light over here. Now again, press R 90 so that it can rotate it in the 90 towards 90 direction, towards 90 degree in the y direction. Press press Y to perfectly align it just or go into the negative x axis to perfectly align the light cheese. Now, chain this shape to disc. Yeah, and scale it a little bit by pressing Yes, Now you have to do a light linking for this particular plane. So basically what light linking is, if you want to fall the light on a particular object or a selected object, I want this area light to emit or to fall on this particular plane. What I will do is just select this area light, go to the object properties, go to the shading in the light linking at the new light linking area. Now again, go to this light, in this light linking area, just grab this plane over here. It will not affect any other thing on this bottle or this liquid domain over here. Now, if you've seen the rendered view, I'm giving some power to this light. Adjust the power according to it. Yeah. Yeah, this is looking good. Yeah, I'm setting it to 75. Yeah, this is looking perfect. Now what I'm going to do is change the material of the chocolate. Just simply go to this rendered view. Move to here at 60 frames. Or I want this chocolate color to be more darker. Just select this liquid domain, or here in the material section, in this color icon. Just make it more darker. Yeah, I think this is looking perfect now. Now again, go to the Layout View. Now, select, just go to shading. You can simply just play with the value of this bottle. I'm setting it like this. Yeah, I think this is now perfect. Now, just go to the layout now. This is the end of the episode. In the next episode, I'm going to show you what will be the best render output settings meet you in the next episode. 7. Render And output settings: In this episode, I'm going to teach you what will be the best render and output settings. Just go to render settings, make sure you have cycles engines selected in the device, select the GPU Compute. If you have CPU in your particular PC or laptop, you can just select the CPU, but I will prefer you to select the GPU Compute for faster rendering and results. Now set you put samples to 50 and render samples to 300. Make sure you have enabled noise in both the options. Now in this output section right here, resolution section right here, what I'm going to do is just set this resolution to 1,920.10 80. Now make sure you have 24 frames per second selected. Just check it that your frame start is from first frame and end frame is 100. Now in this output set a specific folder where you want to save your animation. I'm creating a folder here which I'm naming it as Shake animation. Here is the folder where I want to save my animation or the video in the encoding. Make sure you have mpec four selected in the file format. Make sure you have FFmpec video selected. Your B default will be the PNG, this PNG, but make sure you have FF selected to save your video in the MP four format in the encoding container. Make sure you have pour selected. Now just check the animation before rendering. It's looking good. Now just go to the first frame before rendering. Make sure you have disable the effector option in both render and output. You have to hide it in Viewport and as well as disable in renders. Now just make sure that you are in the Viewport shading. You can just go here and select Render Animation. It will take some time to render your animation. So here is my final render results. If you like this class, make sure to leave down a comment below. See you in the next class.