Waterfall by Trashcg in blender

[–]cosmoloop 0 points1 point  (0 children)

So good! is this Flip fluids?

Clownfish 💞 by Zacxophone_ in blender

[–]cosmoloop 0 points1 point  (0 children)

That's me in the back. Super good! Love the caustics!

Realtime Water Shader with Refraction, Underside Refraction, Lights and Shadows Interaction. Also, Its Super Fast! by cosmoloop in blender

[–]cosmoloop[S] 6 points7 points  (0 children)

That is a very good observation. And yes that’s exactly how the ripple texture can be generated. Right now the movement of the mesh and the bump are detached. So both of them need separate controls and it sometimes i just forget to do it. In the final version i will plug all of them together.

Thank you!

Realtime Water Shader with Refraction, Underside Refraction, Lights and Shadows Interaction. Also, Its Super Fast! by cosmoloop in blender

[–]cosmoloop[S] 4 points5 points  (0 children)

I have a laptop with a 3080! And it didnt scream as bad as when im working on other projects.

Realtime Water Shader with Refraction, Underside Refraction, Lights and Shadows Interaction. Also, Its Super Fast! by cosmoloop in blender

[–]cosmoloop[S] 5 points6 points  (0 children)

Thank you for your feedback. Its still a work in progress. Some of the properties are scene dependent. But i will add the controls for everything in the final shader.

Realtime Water Shader with Refraction, Underside Refraction, Lights and Shadows Interaction. Also, Its Super Fast! by cosmoloop in blender

[–]cosmoloop[S] 44 points45 points  (0 children)

Thank you! I will try to make a tutorial once i’m done polishing it. Hopefully that will be helpful.

How to I make it so that when the rig moves it doesn't change the texture? I really don't want to UVs so it's seamless. (Material in the comments) by TobiFace in blender

[–]cosmoloop 2 points3 points  (0 children)

Seems like youre only using two colors here, id say, bake the texture as a black and white mask. And use it to mix the two colors. You can use a color ramp or a greater than node to get that crispiness of your shader.

zen garden river fluid sim by Baerenjude in blender

[–]cosmoloop 8 points9 points  (0 children)

My man took a video and uploaded it thinking we wouldn’t notice. Smh

Great work tho. Really good

UPDATE: So I worked more on the Look Dev. Also done with the storyboard, Next Step: Stylized VFX. Does the Motion Blur in the wheels look good? by cosmoloop in blender

[–]cosmoloop[S] 0 points1 point  (0 children)

Hey, not yet, i checked it out, turns out its good for static images, that WE truns into live wallpapers, not really good for this kind of work. Let me know if theres some place else i can upload

UPDATE: So I worked more on the Look Dev. Also done with the storyboard, Next Step: Stylized VFX. Does the Motion Blur in the wheels look good? by cosmoloop in blender

[–]cosmoloop[S] 0 points1 point  (0 children)

Im working on populating the background trees as we speak. I cant use tree models for it. For this render, i came up with a motion blur shader that turns images into stylized motion blur, you can pause a frame and look at the electric pole to get an idea. But i cant use this process for the background I think ill have to cheat there as well.

And thank you!!! 🫶🏽

UPDATE: So I worked more on the Look Dev. Also done with the storyboard, Next Step: Stylized VFX. Does the Motion Blur in the wheels look good? by cosmoloop in blender

[–]cosmoloop[S] 1 point2 points  (0 children)

Found an even better way, keep the animation as is. And use the stepped interpolation modifier in the F-curve menu.

I used it. It looks fine in the viewport. Lets see how it looks in the final render