Mārtiņš Upītis Profile Banner
Mārtiņš Upītis Profile
Mārtiņš Upītis

@_martinsh

Followers
5,498
Following
1,963
Media
234
Statuses
824

Dad. Co-Founder @physicaladdons . Obsessed with real-time water and atmospherics rendering.

Riga
Joined January 2018
Don't wanna be here? Send us removal request.
Explore trending content on Musk Viewer
Pinned Tweet
@_martinsh
Mārtiņš Upītis
8 months
‘Physical Open Waters’ addon for #blender3d is nearing an imminent release. This is the first glimpse of the UI and preset system. It will come with ready-made presets. Or you can make your own unique waters and save/load with a single click. Higher quality renders in 🧵👇
33
158
2K
@_martinsh
Mārtiņš Upītis
3 years
Smooth transition from air to underwater in Blender(work in progress). I’ll do a thread because not often I see it done right in CG. #b3d
53
718
6K
@_martinsh
Mārtiņš Upītis
10 months
Open waters for #Blender3D teaser 2. I’ve added capillary wave wind gusts and the ocean now extends to infinity.
61
233
3K
@_martinsh
Mārtiņš Upītis
3 years
Physically based retroreflectors in #Blender3d . Rendered in Eeevee. Retrorelfective 🧵
17
171
2K
@_martinsh
Mārtiņš Upītis
1 year
Inspired by @HotdogNugget I just tried my hand at simulation geometry nodes in #Blender3d 3.6 beta.
11
183
2K
@_martinsh
Mārtiņš Upītis
1 year
Fluid physics with floating particles in real-time in #Blender3d with #geometrynodes It has 3 simulation passes - forces from rigid bodies (1) are sent to fluid solver (2) that are added on top of simulated water ripples (3). I find it quite meditative.
27
182
2K
@_martinsh
Mārtiņš Upītis
3 years
Exercise with ocean modifier and volumetric particle rendering in @Blender
10
118
1K
@_martinsh
Mārtiņš Upītis
3 years
Physically-based car headlights in Blender. This method is made for Eevee because refraction and reflections in a single material do not interact nicely. Here is a breakdown of the classic reflector/refractor headlights. If you want to know more, follow the🧵 #b3d
Tweet media one
17
116
1K
@_martinsh
Mārtiņš Upītis
3 years
PSA + Saturn in action! As everything is basically one big fragment shader, the challenge is to keep everything consistent. Even though Saturn is added like a plug-in to PSA, the data are interconnected. Light direction, object draw sorting, shadow cast etc. have to work in sync.
18
80
848
@_martinsh
Mārtiņš Upītis
7 months
‘Physical Open Waters’ addon for #blender3d - new features in progress. - reflection/refraction - underwater rendering - particles - surface tension around camera lens and submerged objects all real-time in Eevee viewport
14
82
890
@_martinsh
Mārtiņš Upītis
2 years
#blender3d founder @tonroosendaal is checking out our addon Physical Celestial Bodies (PCO) running on Steam Deck. #bcon22
Tweet media one
Tweet media two
Tweet media three
9
70
811
@_martinsh
Mārtiņš Upītis
8 months
As always with the first product release, there comes a quick-fix. POW 1.0.1 is out with an actually functioning wakes. Video in next post shows how to use it. Thank you all for the support, nice words and feedback. We are working hard to improve it.
7
50
811
@_martinsh
Mārtiņš Upītis
3 years
sphere raytracing with analytical GI in Eevee. I am still figuring out how to do fast shadow occlusion. I`ll probably do a simple 2D circle intersection from the light position. #b3d
10
73
796
@_martinsh
Mārtiņš Upītis
1 year
Water rendering R&D with some help of #geometrynodes in #Blender3d . Analytical volume of water bodies is calculated using mesh proximity node and some shader magic. By re-using the same data, we can get wet maps. Rendered in Eevee.
15
69
765
@_martinsh
Mārtiņš Upītis
1 year
A custom fluid solver with texture advection done in #Blender3d v3.6b simulation geo-nodes. Submerged objects adds colouring for flow visualisation. You can also see flow-maps dynamically adjusting to fluid direction. #b3d
16
86
713
@_martinsh
Mārtiņš Upītis
6 months
This video drove me nuts so I made a ‘scientific’ research in #blender3d There, now I can get back to work.
@historyinmemes
Historic Vids
6 months
What does this teach you about life?
14K
28K
224K
32
81
687
@_martinsh
Mārtiņš Upītis
1 year
I spawned a black hole in a low Earth orbit. I am testing potentially new features for ‘Physical Starlight and Atmosphere’ add-on for #blender3d . Physically-based analytical black holes might be one of them. As the atmosphere runs in a world shader editor, I can bend the input
9
58
673
@_martinsh
Mārtiņš Upītis
10 months
‘Open Waters’ (working title) addon WIP in #blender3d eevee viewport. Real-time. Custom wave generator based on JONSWAP spectrum. Much less pronounced tiling than FFT method. Geo-nodes does the heavy lifting now, but I have tested it in Eevee Next and it runs even faster!
14
62
668
@_martinsh
Mārtiņš Upītis
2 years
The first micro-scratches (swirlmarks, spiderwebbing) render results I am near-satisfied with in #Blender3D rendered in Eevee. I am now looking for ways to improve anti-aliasing and keep the scratch texture passes lower.
Tweet media one
Tweet media two
16
51
612
@_martinsh
Mārtiņš Upītis
3 years
Last day before I take my time off work and I spent it tinkering with car headlights again! This time I am exploring polarised light and thin-film interference on a transparent body in Blender. Thank you @KarolMiklas for car model! Beautiful work as always 🙏 Follow the 🧵👇
Tweet media one
Tweet media two
Tweet media three
Tweet media four
17
54
597
@_martinsh
Mārtiņš Upītis
3 years
Physical Starlight and Atmosphere 1.4x is now modular. That means that I can now work on additional modules like this one - physical celestial bodies. #b3d
Tweet media one
Tweet media two
Tweet media three
Tweet media four
14
55
592
@_martinsh
Mārtiņš Upītis
1 year
Work in progress of something exciting in #blender3d These are volumetric, extends all around planet, rendered in world shader nodes, so cloud volumes are reflected in Eevee. Accurate Mie scattering and absorption with shadows. Actually Real-time.
Tweet media one
12
32
524
@_martinsh
Mārtiņš Upītis
2 years
This should be the official feature video of ‘Physical Starlight and Atmosphere’ 🔥
@8x642
Hiroshi Kanazawa
2 years
これも売れ筋セールで買ってみたけどよさげ ワールド、環境光なんかを簡単にカスタマイズできる大気系のアドオン こういうのもひとつあると捗りそう Physical Starlight And Atmosphere #blender #b3d
18
320
2K
3
42
501
@_martinsh
Mārtiņš Upītis
3 years
Physical Starlight and Atmosphere tests indoors. Car model came without materials, just textures, so I am discovering technique to render multilayer headlight refractors. A thread might be coming up. Car model by @KarolMiklas Environment by Dāvis Andersons #b3d
Tweet media one
Tweet media two
Tweet media three
Tweet media four
17
45
496
@_martinsh
Mārtiņš Upītis
7 months
@githii The sheer dimensions of the vehicles shocked me. Not necessarily negative, but was weird to me once I stepped outside the airport.
7
7
480
@_martinsh
Mārtiņš Upītis
7 months
Water foam R&D. Once I figure it out, it is coming to the 'Physical Open Waters' addon for #Blender3D
9
31
452
@_martinsh
Mārtiņš Upītis
3 years
Full size Moon in Blender viewport! This is an attempt to mix raymarching with 3D mesh model of Apollo17 landing site and it did match up quite well. Raymarching works great for huge scale worlds, where polygonal method would suffer from depth sorting issues. #b3d
11
38
390
@_martinsh
Mārtiņš Upītis
3 years
This little detail goes a long way. Let’s see if you can spot it! Another water rendering related thread below. #b3d
16
27
394
@_martinsh
Mārtiņš Upītis
3 years
Now, let me tell you one of the secrets for a fine looking water surface. And it has nothing to do with the water itself! It’s the environment. From visual aspect, water is a reflection and refraction of surrounding objects, so a good looking sky is where you should start. #b3d
Tweet media one
6
42
386
@_martinsh
Mārtiņš Upītis
3 years
I'm now hooked on developing physical automotive materials in Eevee #Blender3d This time - suede (Alcantara) with varying fiber direction and fingerprint-y anodized aluminum.
8
19
375
@_martinsh
Mārtiņš Upītis
9 months
Open Waters for #Blender3D teaser 3. I`ve been focusing my time on getting the 'basics' stable and production-ready. That is - water geometry has fewer visual artifacts and less pronounced LOD-popping. Performance has also slightly improved. More details in the 🧵👇
11
27
376
@_martinsh
Mārtiņš Upītis
3 years
Sunlight contribution has been added to my planetary skylight system for Blender. No Mie Scattering yet. Everything except the checkered objects and sphere is raytraced in world shader node editor. #physicaladdons #blender #b3d #eeveerender #Blender3d
13
40
369
@_martinsh
Mārtiņš Upītis
1 year
Incredible. Games industry must keep up now #b3d
@JesseMiettinen
Miettinen Jesse - Blenderesse
1 year
#geometrynodes #simulationnodes , made some adjustments and mixed the earlier version with @seanterelle ´s amazing 2D fluid sim thingie, check his youtube for that(link below)! #b3d
46
694
5K
5
24
366
@_martinsh
Mārtiņš Upītis
8 months
I cleaned the node tangles and fixed an unexpected issue. I feel happy about how the 'Physical Open Waters' addon for #blender3d turned out! Now I`ve let my hands off it and given it to my team to prepare it for deployment. I need some sleep now.
Tweet media one
Tweet media two
13
16
356
@_martinsh
Mārtiņš Upītis
3 years
I’m experimenting with @Blender ocean in background world shader. I baked Blender Ocean simulation as image sequence and used raymarching to render the surface.
4
24
327
@_martinsh
Mārtiņš Upītis
3 years
Let’s consider the previous thread a ‘teaser’ for this tweet sized introduction into retroreflectivity in CG. I’ll explain what it is and how to do it yourself in #blender As before - I will divide it in ‘Theory’ and ‘Praxis’ parts. So here we go.. 🧵
4
27
293
@_martinsh
Mārtiņš Upītis
7 months
One of my most favorite Blender add-ons got an update! 🤘
@specoolar
Shahzod Boyhonov 🔶️
7 months
Updated my CellFluids addon. -Enhanced visuals, updated textures; -Updated simulation algorithm; -Simulating small splashes; -Dynamic grounds. -More controls and more Get here:
17
244
2K
5
19
282
@_martinsh
Mārtiņš Upītis
10 months
‘Behind the scenes’ - the detail ocean mesh is only 2km square, that follows the camera and subdivides in smaller chunks, the rest of ocean is extended with only a plane. For this video I also reduced the frustum culling offset to see it in action.
16
26
282
@_martinsh
Mārtiņš Upītis
3 years
Real size Moon as Blender background in viewport? This is my try at raymarching in Blender world shader node editor. 32 march steps, 8 shadow steps, data from NASA and a gtx1070. #Blender3d #b3d #eeveerender #RealTime #Space #moon #raymarching #shader #gamedev #planets
7
38
259
@_martinsh
Mārtiņš Upītis
10 months
Tanker with foam and kelvin wakes. (3D model bought from Sketchfab, by IgYerm)
8
16
253
@_martinsh
Mārtiņš Upītis
2 years
A successful day! Atmosphere layers system for our second #blender3d addon ‘Physical Celestial Objects’ is close to release. Here I have used all 6 layer slots (Lower aerosol, Clouds, Rayleigh, Ozone, Airglow and Aurora) All procedural and real-time in Eevee.
Tweet media one
Tweet media two
Tweet media three
Tweet media four
3
19
213
@_martinsh
Mārtiņš Upītis
3 years
I am hooked on raymarching in Blender #b3d ! I improved performance and added indirect lighting in craters.
5
16
216
@_martinsh
Mārtiņš Upītis
3 years
Our page is shiny and ready to be explored! 🧑‍🚀
Tweet media one
10
27
210
@_martinsh
Mārtiņš Upītis
5 years
My first commercial #Blender3d Addon "Physical Starlight and Atmosphere" is for sale! It is becoming the most versatile outdoors lighting system in industry yet (prove me wrong😎) More info here: Buy it on Gumroad: #b3d #blender
6
36
191
@_martinsh
Mārtiņš Upītis
3 years
My Cassini mission in Blender. Planet is raytraced in world node shader editor. Analytical functions for direct/indirect lighting. Simple scattering for atmosphere, but I plan to make it actually a gas ball so camera can enter below the 'surface'. #b3d #Blender3d #eeveerender
7
16
190
@_martinsh
Mārtiņš Upītis
2 years
exercise - real anisotropic reflections in Eevee render in #blender . In theory it means that surface has ‘controlled’ scratches going in same general direction. My first tests turned out quite pretty, although requires multiple render samples unlike the analytic approach.
Tweet media one
Tweet media two
Tweet media three
Tweet media four
5
17
191
@_martinsh
Mārtiņš Upītis
3 years
Infinite open waters in Blender rendered in real-time with one click! A new addon coming up. In the video we demonstrate wind gusts that cause the sparkly effects ✨ and helps a little with tiling artifacts for specular light. #Blender3d #b3d #eeveerender #ocean #watershader
5
21
184
@_martinsh
Mārtiņš Upītis
3 years
Happy Winter Holidays! This is a greeting card, and it is also a semi-official announcement of our second product “Physical Celestial Objects”
Tweet media one
7
9
186
@_martinsh
Mārtiņš Upītis
3 years
I have a calming job. Fast massive forests and new version of Physical Starlight and Atmosohere with more accurate scattering and volumetric fog. #physicaladdons #b3d #Blender3d #physicalstarlightandatmosphere #realtime #gamedev
Tweet media one
Tweet media two
Tweet media three
10
20
169
@_martinsh
Mārtiņš Upītis
3 years
Sphere raytracing in World shader node editor in #Blender3d . Non-lambertian BRDF with GGX specular. Fast analytic indirect lighting. (no shadow occlusion yet).
2
11
154
@_martinsh
Mārtiņš Upītis
3 years
Take a peek into the progress of planetary atmosphere. Rendered real-time in Eevee. That's an actual scale Earth and a planetary body in background. Except for Suzanne, everything is a World shader. #physicaladdons #eeveerender #b3d #Blender3d
4
17
143
@_martinsh
Mārtiņš Upītis
3 years
Physical Starlight and Atmosphere 1.4 beta is nearing a public release. Featuring clouds. By default it will use Blender's default noise texure for cloud geometry, but you can make your own. The magic is in lighting and mixing it with atmosphere. ✨ #b3d
10
23
136
@_martinsh
Mārtiņš Upītis
3 years
This guy knew a thing or two about indirect lighting. And that skylight!! 🤩
@FedeItaliano76
Federico Italiano
3 years
The perfection of snow in the paintings of Peder Mørk Mønsted (1859–1941)—a few more here
Tweet media one
Tweet media two
Tweet media three
Tweet media four
18
1K
6K
0
9
129
@_martinsh
Mārtiņš Upītis
3 years
I teach things like these in art college. I guide my students through the analytical process of dissecting the effects of physical lighting and materials. So there are several concepts you have to understand that will let you create the water transition effect convincing.
Tweet media one
1
6
129
@_martinsh
Mārtiņš Upītis
1 year
The power of creativity of #b3d users! (I was gonna say ‘Open Source software’, but here all credit goes to the artist himself) Bravo @specoolar 👏👏👏
@specoolar
Shahzod Boyhonov 🔶️
1 year
Sharing some results of my water solver. Geometry nodes, Blender 3.6. #blender3d #b3d #geometrynodes
93
442
3K
3
10
117
@_martinsh
Mārtiņš Upītis
3 years
Physical Starlight and Atmosphere 1.4 Beta is out now! It is featuring by far the most requested feature - Clouds. BlenderMarket: Gumroad: #b3d #Blender3d
Tweet media one
11
11
111
@_martinsh
Mārtiņš Upītis
1 year
Blender volumes does not render through refracted screen space objects in Eevee, so I decided to use simple analytic fog for underwater volume. Next step - adding wave surface geometry.
1
5
116
@_martinsh
Mārtiņš Upītis
10 months
Kelvin wakes with foam, not simulated. Wake is a depth texture, projected from position of the boat. Foam is a low res animated texture (no idea where I got it from) Ideally I’d like to simulate both at one point.
Tweet media one
Tweet media two
5
2
112
@_martinsh
Mārtiņš Upītis
3 years
Penumbra shadows for each celestial body. I want to have full eclipse simulation (for rings too) for Physical Starlight and Atmosphere. #b3d
Tweet media one
3
12
100
@_martinsh
Mārtiņš Upītis
2 years
Rave with live visuals from blender viewport! #bcon22
5
11
97
@_martinsh
Mārtiņš Upītis
3 years
Sometimes you got to stop developing the tool and have some fun with it. Physical Starlight and Atmosphere tests using same settings, just changing the Sun position. 911 model @KarolMiklas Environment - #b3d
Tweet media one
Tweet media two
Tweet media three
7
6
96
@_martinsh
Mārtiņš Upītis
1 year
Most of work has gone into optimising shader for Blender nodes. I really wish Blender had a ‘for loop’ node. Otherwise I am hitting node count limit too often. Also, note that I have not yet solved issue with sampling when camera is inside the cloud volume.
3
9
91
@_martinsh
Mārtiņš Upītis
1 year
the flow force vectors. Pretty to look at.
3
5
89
@_martinsh
Mārtiņš Upītis
3 years
I will play this one, and not only because it is made in Blender Game Engine.
@TomMerfy
FERAL 3D
3 years
This is the trailer for "The Shadows Lengthen". A game I have been making entirely with open-source Blender. Coming out in two days on steam early access (November 3rd). I invite you to taste all the bugs! #b3d #Blender3d #indiedev #BGE #UPBGE
22
121
621
0
4
81
@_martinsh
Mārtiņš Upītis
3 years
And the 'icing on the cake' - the smooth and shiny outer layer of the glass body. That is just a 'Glossy BSDF' mixed with 'transparent BSDF' by a fresnel factor. Material is set to Alpha Blend which introduces some problems as any transparent object does but mostly works fine.
Tweet media one
7
4
87
@_martinsh
Mārtiņš Upītis
7 months
Real ocean foam is not just a surface effect. Bubbles go under the water and create a distinctive blueish subsurface effect. Foam is a PNG texture, where each color channel stores an increasingly blurred version of foam and uses a parallax mapping to offset it under the water
6
4
95
@_martinsh
Mārtiņš Upītis
1 year
Simulation domain is 400x400m. Here I tried dynamic subdivision in geo-nodes for optimisation reasons, but triangles do not play too nice with vertex attributes. Object interaction is done with mesh proximity node, where I get difference between previous and current frame.
1
11
83
@_martinsh
Mārtiņš Upītis
9 months
Trying my hand at pre-filtering sine waves for my water system in #Blender3D - based on this technique: Unfortunately, there are no screen space partial derivatives (dFdx, dFdy in GLSL) in Blender so I made an analytical variant. 1st image - prefiltered,
Tweet media one
Tweet media two
Tweet media three
3
6
81
@_martinsh
Mārtiņš Upītis
3 years
Ground Plane toggle, Ground Offset (to get aerial perspective in low Earth orbit) and Horizon Offset in PSA 1.4 beta. #Blender3d
3
6
79
@_martinsh
Mārtiņš Upītis
3 years
and just for curiosity, I added a Thin-Film interference shader.🤷‍♂️
Tweet media one
Tweet media two
Tweet media three
2
4
81
@_martinsh
Mārtiņš Upītis
2 years
This was a hard update, starting from a difficult-to-track bug to difficult-to-work time. But we did it - Physical Starlight and Atmosphere v1.5.0 is released! It is the best PSA version yet!
Tweet media one
@PhysicalAddons
Physical Addons
2 years
PSA version 1.5.0 is officially released! 🌍 Fixed Blender crash. Now storing parameters in the world data block instead of the scene. Using Blender built-in Asset Browser. 5 new presets (assets). See full release notes here:
4
3
34
4
8
74
@_martinsh
Mārtiņš Upītis
3 years
The inside part does all the light distortion that comes out of the headlight. I use "refraction BSDF" with a normal map that comes with the car model by @KarolMiklas . Refraction Depth, IOR and Normal strength control how the light refracts.
Tweet media one
Tweet media two
2
5
75
@_martinsh
Mārtiņš Upītis
1 year
This experiment is based on this brilliant article: I had to make a custom convolution blur though, which slows things down more than the built-in blur node.
2
7
77
@_martinsh
Mārtiņš Upītis
2 years
@ChrisStoecker @KPitkevica Or Lithuania and Poland craving it’s glory of 17th century and deciding to take back some of Russia and Ukraine 🤦
Tweet media one
1
6
72
@_martinsh
Mārtiņš Upītis
2 years
Emily and the unpaid intern assistant of @CDisillusion Alan came by our office today! Such a wonderful visit 🤍
Tweet media one
2
2
74
@_martinsh
Mārtiņš Upītis
1 year
This is my ‘water-tech island’, work in progress. I’ll be testing and researching here some shallow and deep water techniques over the course of the summer season. :)
2
2
75
@_martinsh
Mārtiņš Upītis
3 years
First concept - we have to imagine that our Blender camera is actually a real camera. Camera has a sensor, lens assembly and most importantly - a waterproof housing. (Image source - Outex)
Tweet media one
1
1
70
@_martinsh
Mārtiņš Upītis
3 years
And here's why an accurate model with a nice topology is important. I put a 50-watt "bulb" where it should be in reality. Viewed off-axis, the headlight barely is shining, but once I look head-on, the light is very concentrated. Really cool to see it work in Blender so well!
Tweet media one
Tweet media two
2
2
68
@_martinsh
Mārtiņš Upītis
1 year
Marvellous Designer in Blender. Yes
@3DBystedt
Daniel Bystedt 🔶
1 year
I just released my new Blender addon "Bystedts cloth builder" for free on gumroad. With this addon you can simulate and manipulated cloth during simulation Gumroad: Tutorial: #b3d
58
965
5K
2
2
68
@_martinsh
Mārtiņš Upītis
8 months
A bonus for those who are still here. The annoying tiling is now almost completely gone! I went for a flight above ocean and took reference photos. Then I re-did wave sample summing and finally I have the look I was after. It is so much easier on the eyes!
Tweet media one
Tweet media two
0
1
70
@_martinsh
Mārtiņš Upītis
3 years
It took me a while to figure out how to make it work with built-in BRDFs. In the end the method is stupid simple - view vector as surface normal, that’s it.
Tweet media one
4
3
64
@_martinsh
Mārtiņš Upītis
3 years
Quite nice to see it work ‘automatically’ without any emissive material hacks. P.S. This happened to be a lazy thread, I’m a bit exhausted. 😴 I’ll explain the techniques involved in detail once I take a nap.
Tweet media one
4
0
62
@_martinsh
Mārtiņš Upītis
3 years
Pro advice: search for real life references. In this case “split level photography” returned stuff I was looking for. Don’t look for references in games or how others (like me) are ‘faking’ it 😅.
Tweet media one
4
4
61
@_martinsh
Mārtiņš Upītis
1 year
I am sooo proud of my team @PhysicalAddons and @_karlisup for reaching the milestone of 10k sales at @blendermarket with our product ‘Physical Starlight and Atmosphere’ 🥹🍾
Tweet media one
6
3
61
@_martinsh
Mārtiņš Upītis
7 months
It is tricky to get reflection and refraction working at the same time in eevee viewport render. But it is there. Also I’ve added local ripples around submerged objects.
3
4
59
@_martinsh
Mārtiņš Upītis
3 years
Third and last concept - understanding indices of refraction (IOR) between different mediums. It is probably most complex between the three, but rather important for proper ‘water look’. Refractive Index between lens and water is different than that of lens and air.
Tweet media one
1
1
55
@_martinsh
Mārtiņš Upītis
8 months
Right now you can have only one wake object. Meanwhile we are working on improving the User Experience and adding option for multiple wakes. Wake is a static texture that is projected from a rectangle, so it only works correctly for constantly moving objects.
3
7
57
@_martinsh
Mārtiņš Upītis
5 years
My advanced outdoors lighting system "Physical Starlight and Atmosphere" is now available on #BlenderMarket Get your copy here: #b3d #Blender3D #blender #blender28 #Eevee
Tweet media one
1
9
53
@_martinsh
Mārtiņš Upītis
4 years
exercise in volumetrics rendering. more to come
Tweet media one
2
3
53
@_martinsh
Mārtiņš Upītis
1 year
stirring action
0
2
54
@_martinsh
Mārtiņš Upītis
3 years
Second concept - There are terms like ‘surface tension’ and ‘cohesion’, but for sake of simplicity, let’s just assume that water is ‘sticky’. It sticks to itself and tends to form a spherical shape. So at its borders, water will bend light like a lens. (Image source Getty Images)
Tweet media one
2
1
53
@_martinsh
Mārtiņš Upītis
1 year
Beautiful. I can see myself generating organic patterns and bake diffuse, displacement and normals out from it for texturing. Or just have a ton of fun.
@AmrDesignz
Amr Tahtawi
1 year
Sharing some results from my Reaction diffusion generator. Real-time pattern generation, Blender 3.6 / 4 #blender3d #b3d #geometrynodes
17
114
1K
1
7
51
@_martinsh
Mārtiņš Upītis
7 months
The underwater particles is a combination of neat shader tricks. They are 3D Voronoi cells, with view-aligned uvs, projected on a low-poly plane grid that is displaced by water waves.
4
3
60
@_martinsh
Mārtiņš Upītis
3 years
In praxis, we can simplify the shape of the housing as a sphere around the centre (sensor) of the Blender camera.
Tweet media one
2
1
51
@_martinsh
Mārtiņš Upītis
3 years
To make things more interesting, IOR for water is different for Red, Green and Blue wavelengths. Red (700 nm) = 1.331 Green (550 nm) = 1.333 Blue (450 nm) = 1.337 This causes slight chromatic aberration for refracted light.
Tweet media one
5
3
49
@_martinsh
Mārtiņš Upītis
3 years
So in Praxis we just don’t let water at it’s edges look flat. How I did it in the video example above? I made a new geometry just for the air/water transition. A thin cylinder slice worked well. Then using ‘shrinkwrap’ modifier, projected it to the water surface.
2
1
46
@_martinsh
Mārtiņš Upītis
3 years
oil in a puddle test using blender noise for thickness modulation.
Tweet media one
2
1
49
@_martinsh
Mārtiņš Upītis
2 years
Few more screenshots. There is a lot of room for improvement visually and performance-wise. The current 16 procedural Voronoi scratch texture passes are slow. ~300 render samples to finally start make out the scratches instead of noise is also not ideal.
Tweet media one
Tweet media two
Tweet media three
6
1
50