![]() Now if you re-arrange this a little bit you get the following: With this variation you can change the flow velocity by adjusting a single value or switch between Object and UV coordinates by just changing two connections.įirst of all, the animation does basically three things to make the water flow: The next thing I want to show is how you can make the animation easier to tweak with just a little more complex node setup. This was much text, here is the node setup so far on frame #1 and frame #51: To do that, select all nodes that have keyframes, go to the Timeline and press T > Set Keyframe Interpolation > Linear. This way you have a gradual change between the noises, and at the end the second looks the same as the first at the start so the loop looks seamless.Īlso make sure the interpolation between the keyframes is linear so that the animation has a constant speed and is not speeding up or slowing down inbetween. To do that, take a Mix node and animate the Factor value from 0 on frame #1 to 1 on frame #51. With these vectors plugged into the first and second Noise Texture node, you now have to mix theses textures together. So if $x$ is the value you want for Z, the first Mapping node animates $0\to x$ and the second node $-x\to 0$. It is important that you are on frame #51, not #50 to get a seamless looping animation. On frame #51 I set another keyframe for each Mapping node, this time Z = 2 m on the first and Z = 0 m on the second. Do this by hovering your mouse over the Location values, then press I to insert the keyframe. On frame #1 I set a keyframe on the first Mapping node for Location Z = 0 m and a keyframe Z = -2 m on the second Mapping node. I want the Z value to increase from 0 m to 2 m in about 50 frames to get the right flow velocity, so I set Start = 1 and End = 50. I'll show this for the object coordinates, but it's the same for UV coordinates, the only difference being to animate the Y value instead of the Z value. Therefore you need two Mapping nodes and two Noise Texture nodes with the same noise settings. To do this, you have to mix two textures together in a way that at the end of the animation the second texture is in the same state as the first texture at the start. Now I wanted to make this a looping animation. For the object coordinates I had to increase the Z value to make the texture appear going down, while for the UV coordinates I had to increase the Y value. Then I played with animating the Location values in the Mapping node to find a flow velocity which I liked. But these values are of course dependent on your model and UV map. Then I created materials, one using the Object texture coordinates, the other using UV coordinates, with a Noise Texture node plugged into a Color Ramp and adjusted the values until I liked the result.įor the object coordinates I had to scale them down on Z to stretch them vertically, while for the 2-dimensional UV coordinates I had to increase the scale on X. For the object, nothing fancy here - a cuboid with some beveled edges, open back (because I figured it won't be visible) and a default UV unwrap for the "UV coordinates" material. ![]() I will later show how to get the bands in there, but I haven't really figured out a good way to make them wider while going down.īut first to the basic version. For example, in the reference there are horizontal bands in the animation which grow wider going down. ![]() This is just a simple version, tweaking and refining it depends on how similar to the reference you want it to look like. You can do this with an animated Noise Texture for example (by the way, I just did it for the falling water itself because it seems as if the water before is not animated): Anyway, at the end you'll find a blend file as well. now this has become much longer than I wanted it to be. ![]()
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