This fluid simulation showcases a yacht slicing through crystal-clear waters, generating detailed foam and dynamic waves. The scene was designed to capture the aesthetic of Mallorca, with its serene ocean views and lush cliffs.
The simulation was created using the real-time simulator LiquiGen, rendered in Blender, and finalized in DaVinci Resolve. Adaptive displacement was applied to the ocean surface to achieve maximum detail, and GeoScatter was used to populate the environment with realistic trees and bushes along the cliffs. The velocity attribute was utilized to enhance shading, specifically for subsurface scattering, adding depth and realism to the water’s appearance.
Hardware Used:
GPU: NVIDIA 3090
Render Time: Approximately 1 minute 30 seconds per frame in 4K
Tools and Techniques:
LiquiGen: Real-time flip fluid simulation for foam and waves.
Blender: High-quality rendering with adaptive displacement and velocity-based shading for subsurface scattering.
GeoScatter: Procedural scattering for vegetation on cliffs.
DaVinci Resolve: Professional editing and color grading.
Experience a simulation that brings the beauty of Mallorca to life with unparalleled realism.
Hello!
It’s been a while since I visited this community, and I’m thrilled to come across this amazing work.
Thanks to you, I feel like I’ve come to fully understand the performance and potential of LIQUIGEN. Thank you.
(Considering the Black Friday discount, it’s still not an easy decision to spend USD 500, so I’m contemplating it.)
I really like how the subtle camera movements enhance the focus on the scene.
There are no flashy gimmicks, yet it’s more spectacular than any other video because of its incredibly realistic and stunning visuals. I found it so fascinating that I watched it multiple times.
Around the 18-second mark, the foam in the relatively close-up scene appears slightly large, and its dissipation isn’t quite perfect, which is a bit unfortunate. This isn’t to nitpick your amazing work but rather to note that we all occasionally make small mistakes.
I’m really looking forward to your future work.
Please note that I used AI translation to translate this into English from Korean, so there may be some awkward parts.
Thank you so much for your thoughtful and detailed comment! It’s wonderful to hear that you’ve returned to this community and that my work has resonated with you. I’m thrilled you found the simulation captivating, and your kind words about the camera work and visuals truly mean a lot.
Regarding the foam around the 18-second mark, I completely understand what you mean! Your observation is spot on—balancing foam scale and dissipation can be tricky, and it’s an area I’m always striving to improve. I only converted the points to volume but would need to have a density attribute based on the proximity of the points with geo nodes and that is something I am not sure is available yet. As for LIQUIGEN, it’s a powerful tool, but I understand the hesitation about the cost. I’d suggest keeping an eye out for tutorials or free resources to explore its capabilities further before making a decision—it’s definitely an investment! They also have a free trial for it as well. Thank you again for watching and for sharing your thoughts.