All simulations’ data is inside Blender, no need to export it to other software solutions.Even though I was quite happy with the final result, I came up with this conclusion: That’s why I started this beach wave project. I initially had no specific idea of the strengths and weaknesses of the Blender internal fluid simulation. There are also many other object types to remove fluid (Outflow), force fields an so on. It’s used to define the simulation resolution, and all global parameters (viscosity, scale, etc.) Then, the fluid itself can be added from any mesh by flagging it as a “Fluid” one, or it can be generated from an “Inflow” object, that constantly adds new fluid particles in the scene (such as water pouring out from a tap). This is generally a cube that must surround the whole simulation. It works this way: first, a “Domain” object must be added in the scene. While both tools are very interesting, I will only talk about the second one here, which fits better for a large-scale simulation since it’s possible to generate additional splash/foam particles, while the first one is used more for small-scale simulations, such as filling a glass of water. There are two types of fluid simulations in Blender: SPH (Smooth Particles Hydrodynamics) and LBM (Lattice Boltzmann Methods). Later, as a personal project, I decided to create a beach scene with breaking waves in Blender. Also, I’ve worked on fluid simulations with Realflow for a short student film (Contre-Temps), and with Blender for a Vietnamese animation studio. I obviously love animating and rigging, and lately, I’ve been spending more and more time on technical things such as python addons development for rigging, and game development with Unity. I’ve previously worked for movie productions as an animator (Minions, Despicable Me 3, Secret Life of Pets). My name is Lucas Veber, I’m 29 and I am currently working as a freelance 3D artist for various studios and individuals.
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