Nice tutorial but can you plz tell me how you freeze frame that ocean rippile on the canvas i mean the sphere falling on the ground canvas but you make it freze in the whole timeline? It needs to look like the sphere is falling from starting 1 to 15 frame but you have make it frezze on about 9th frame for the whole timeline Please explain it a bit
Thank you, When you stop the simulation from running and swipe through the timeline without baking everything correctly it just freezes on the current frame or breaks in specific cases.
Great video! I love to use Fog cards and cloud cards but I notice whenever I use them that there are harsh lines where it intersects with geometry. Do you know a simple node set up to have them always fade the closer they get with a geometry’s proximity? Thanks!
That is a common issue, you could either blur the fog based on a gradient, or use the camera data node using the z pass plugged into a math node and mix that with your opacity map to make the maps less opaque closer to the camera. There are many ways to solve this issue, if you don't find a solution come over on discord and we can figure it out.
@@AlternaVisionStudio Hey there! Yeah I have actually been told both of those methods before. Blurring the fog based on a gradient works in some cases, but in most other cases for me personally I do a lot of large mountain scenes where fog cards end up intersecting with other meshes, so finding a way to have one global control to adjust the fade/transparency range of the fog cards (with fall-off controls) would truly be fantastic! It’s very much like the EasyFog cards William Foucher created for Unreal Engine!
I did play around with EasyFog recently. You could either try using the AO node in addition to the camera node. Also make sure you also have enough light paths.@@KingKong19100
I used all the time volume scatter but with big scenes is for me non sense. I start use very minimum volume scatter, but much more mist pass. Then I mixing all together and very very much I post production other fog files in png or png sequence with blending.
Hey I loved your tutorial, amazing work! Is it possible to tell me where did you find the hdri? I have searched everywhere but can't seem to find it. Thank you!
For this HDRI you wouldn't exactly find this one as i got it from gumroad and changed it a bit in photoshop, played with the treeline as well as the dynamic range to have a bit more sun in, here is the actual raw hdri : locationtextures.gumroad.com/l/icyzd?layout=profile
I wonder why that I just cant give this landscape material like you did in the vedio,only color but without texture.But when I link the material with a cube,it works instead.
Great tutorial. But you lost a lot of details, like grass, when adding depth of field. Indeed you can save a lot of resourced by adding it at the beginning.
Join the discord server for live streams : discord.gg/HtgsZn9FE9
Best tutorial for foggy environments 🎉🙏🏻
Happy to hear that ! Thank you 😊🙏
Great work, my friend, you are creative
awesome, friend. I strongly congratulate you for your great work.
Thank you so much greatly appreciate it : D
Nice tutorial but can you plz tell me how you freeze frame that ocean rippile on the canvas i mean the sphere falling on the ground canvas but you make it freze in the whole timeline? It needs to look like the sphere is falling from starting 1 to 15 frame but you have make it frezze on about 9th frame for the whole timeline
Please explain it a bit
Thank you, When you stop the simulation from running and swipe through the timeline without baking everything correctly it just freezes on the current frame or breaks in specific cases.
nice tutorial, i would like the stormy hdri link, can't find it
Thank you !
The hdri is this one but modified with photoshop : locationtextures.gumroad.com/l/icyzd?layout=profile
Great video! I love to use Fog cards and cloud cards but
I notice whenever I use them that there are harsh lines where it intersects with geometry. Do you know a simple node set up to have them always fade the closer they get with a geometry’s proximity? Thanks!
That is a common issue, you could either blur the fog based on a gradient, or use the camera data node using the z pass plugged into a math node and mix that with your opacity map to make the maps less opaque closer to the camera.
There are many ways to solve this issue, if you don't find a solution come over on discord and we can figure it out.
@@AlternaVisionStudio Hey there! Yeah I have actually been told both of those methods before. Blurring the fog based on a gradient works in some cases, but in most other cases for me personally I do a lot of large mountain scenes where fog cards end up intersecting with other meshes, so finding a way to have one global control to adjust the fade/transparency range of the fog cards (with fall-off controls) would truly be fantastic! It’s very much like the EasyFog cards William Foucher created for Unreal Engine!
I did play around with EasyFog recently. You could either try using the AO node in addition to the camera node. Also make sure you also have enough light paths.@@KingKong19100
you can blend the textures, i have an add-on that does it automatically.
i need your stormy hdr please
Wonderful
Glad you liked it : D
Very nice video.... thank you
Glad you liked it : D
great video man
Appreciate it : D
great work! thx man
Thank you : D
great video thank you.
Glad you liked it thank you
I used all the time volume scatter but with big scenes is for me non sense. I start use very minimum volume scatter, but much more mist pass. Then I mixing all together and very very much I post production other fog files in png or png sequence with blending.
Mist pass and opacity "fog" definitely has it's use, but real volumes are definitely way ahead in terms of realism if used right.
Hey I loved your tutorial, amazing work! Is it possible to tell me where did you find the hdri? I have searched everywhere but can't seem to find it. Thank you!
For this HDRI you wouldn't exactly find this one as i got it from gumroad and changed it a bit in photoshop, played with the treeline as well as the dynamic range to have a bit more sun in, here is the actual raw hdri : locationtextures.gumroad.com/l/icyzd?layout=profile
I would want to share the modified hdri but i'll have to take permission from the actual creator.
I wonder why that I just cant give this landscape material like you did in the vedio,only color but without texture.But when I link the material with a cube,it works instead.
Might be a UVs issue.
@@AlternaVisionStudio wow you are right! thanks a lot!
Great process man keep up that great work
Thank you : D will do.
love this work bro
Thank you : D
Poor Andrew.. 😂
Great work.
hahahahahaha thank you : p
I think there could be an entire subgenre of Bob Ross shows, but in Blender 3D. I’m down to it
Would be very nice ! Planning to do more of these painterly semi stylized renders.
Hdri link please😅
here is the link but keep in my mind that i modified it slightly in affinity photo : locationtextures.gumroad.com/l/icyzd?layout=profile
may i ask you whats the addon that u used to make the look more greenish
Photographer 5 but you could do it in the compositor.
Great tutorial. But you lost a lot of details, like grass, when adding depth of field. Indeed you can save a lot of resourced by adding it at the beginning.
how to add geo scatter
www.geoscatter.com/download.html#geo-scatter
HI! what are you specs pc?
Ryzen 7 3700x and rtx 4070, but this could be done on a laptop with at least i5 5xxxu and 8Gb of ram
WOW@@AlternaVisionStudio
@@AlternaVisionStudio Because the render engine was set to Eevee thought.
@@MaxwellNexten Cycle usually is lighter on lower end devices.
06:30 thank me later
Me to my Pc :- WHY ARE YOU RUNNING?
Haha CGI is very hardware demanding.