FLIP Fluids Addon: A liquid fluid simulation tool for Blender

WIP

Just wanted to share a test video sequence I just finished. There still much to do, but I find the result very encouraging. Also , I wanted to take the time to elaborate more on the blending method I use (node tree + description below). Feel free to ask question or propose workflow improvement!

To do :

  • Ship motion
  • Camera motion
  • Flip surface / ocean displace mask
  • White water / ocean displace mask
  • Wetmap on ship hull
  • Propeller white water trail
  • Kelvion wake
  • White Water fade away

Ocean info

Ocean Shader Node
The 2 generated ocean displacement are masked by a noise texture to try to eliminate the tiles repetitions. The noise texture location is animated and scaled uniformely to mimic wind direction influence.

Ocean Plane Modifier stack
Need to be using experimental cycle render to be able to use the adaptive subdivision option. See ocean youtube video of dylan neil for more in depth information. Youtube - Dylan Neil


Flip Surface info

Flip surface shader node (enlarged screen shot below) :
The node tree is similar to the ocean shader , only exception , the feather edge mask nodes and the speed attribute node that change transmission/ss scattering color.

Zoom (Flip surface shader node)
the Opacity of the fluid is greater when the speed is greater. It does mimic foamy water at high speed area. I think that vorticity would make more sense in this case (to be tested).

Zoom (Flip surface shader node)
Same as the ocean displacement

Flip Surface modifier stack
I do not use adaptive subdivision on the Flip surface , as seen on the ocean modifiers. Adaptive subdivision doesnt support custom vertex attributes yet (e.g. speed) T92622 . Notes that, it does eat a ton of ram using it on high polycount mesh ( like the surface generated by Flip). To keep the displacement detail constant between the ocean and the flip surface, i need to add some subdivision to it. Make sure the subdivision is at the bottom on the stack, it greatly improve render speed (as of blender 3.1, Optix & Cuda only).

Regarding the Lattice modifier, refer to this Twitter - Francis Jasmin


White Water Geometry node
The white water is displaced by the same displacement map combination as the ocean & Flip surface. it is only a conversion of the shader node displacement to geometry nodes displacement.

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