If you want to simulate waves that are close to reality, you will naturally need to adjust the scale as well. However, when I tried to run a simple fluid simulation in parallel with the layout, I faced a problem of the the simulation computation time. Besides, initially, I planned to have a larger number of objects. The scale of the scene at this stage was much larger than the final one turned out to be. Below you can see the actual reference images I collected. Therefore, I wanted to make a relatively small isometric scene, and collected images that would fit the image. Although at the time, I had failed in the process, so for a new project, my top priority was to be able to complete it well. I had a number of ideas that I had tried to bring to life as a large project in the past. After some deliberation, I decided on the goal of "creating a photo-realistic beach" and started collecting references. For this, I used YouTube to find the examples of various people's works, and compiled a list of works that I felt were ideal simulations. My first step was to find out if I could actually use FlipFluid to create the kind of scene I had in mind. ![]() This time, I was able to find the time, so I decided to work on an idea I had been thinking about for a while. However, I found that the simulation baking and rendering took a lot of time, even for small scenes, so I didn't create simulation-based works very often.Īnd yet, I have had the desire to use fluid simulation to create scenes that combine actual scenery such as rivers, oceans, and lakes. ![]() For this reason, I purchased the FlipFluid add-on shortly after I started working with Blender, and created a few test scenes. ![]() I have always been interested in various kinds of art expressed in 3DCG, and I especially loved the simulation type that I could watch over and over again.
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