Share this video twice, it really helps! The tutorial timeline: 0:15 - Introduction 0:47 - Smoke simulation 2:33 - Particle system 4:11 - The turbulence force field 5:44 - The smoke flow force field 9:07 - Animate the flow object 11:02 - The vortex force field 12:22 - Final tweaks to the particle system 13:20 - Metaballs 15:34 - Convert metaballs to meshes 19:36 - The smooth modifier 21:00 - Sculpt the meshes 22:40 - Shaders and lighting 28:56 - Subsurface scattering 30:02 - Tone mapping 31:37 - Render!
Here's some extra credit then. I often play around with the particles and usually just find myself wasting time without too many interesting results. I found the hardest part of this tutorial the constant fight against the urge to go off on a tangent idea, because at so many places this tutorial has cool little results that deserve further exploration. Very inspiring. And I agree that Gleb's tutorials are very good. Even though I am quite experienced with Blender, I can hardly watch a thing he makes without learning so much useful stuff that I can' t even keep track of it all.
Protip : If yout computer is too slow to handle 500 000 particles in realtime, you may consider baking the particles *on your disk* , it worked for me :D
So I got to minute 13 and never got back to this, cos you inspired me to use the smokey texturing to create ice cream and finish my first animated Blender short! Thanks for this, hey...
TNice tutorials man is so good at explanation ...since I have been watcNice tutorialng soft soft tutorials , tNice tutorials is my first ti to really understand it . I love soft
Aaah I so wish I could find a more recent tutorial like this, since it seems a lot has changed with flow in the newer versions of blender. I'll still give it a shot, though. This is awesome!
You are Blender Master! Thank you for your effort for teaching us. Your contribution is invaluable. In this point, I begin to think that I dont I need Houdini and C4d:-) Money! Blender forever! Happy Blender Day!
Hey I followed this tutorial a few years back and loved it. Learned alot. Would you be willing to redo it with Blender 2.9X since the physics options have all switched? I tried to follow it again but theres some settings that don't seem to be in blender any more. Such as the Smoke Flow Forcefield. What that's may or may not have been switched with I do no know. I would really appreciate an updated tutorial on this piece, it's one of my favorites :)
Не очень удачное место, чтобы писать благодарности, но всё-же хочу поблагодарить тебя Глеб за твой контент на RUclips, парень ты интересный, вещи делаешь интересные. Благодаря твоим трудам, я очень во многом разобрался за довольно короткое время (Хорошо, что на RUclips появился переводчик субтитров). Причём не малую роль сыграла подача материала. Удачи в развитии мой друг))
Hi Gleb, To be honest it is my first comment in youtube ever) Thanks for your tutorials, they are inspiring, fun and really easy to follow. Thanks for clean and orginised structure of videos and artistic result in the end. Thanks for your work!
This is such a cool technique, Gleb! I like the approach you took, combining different tools to create an incredible, dynamic result. And so much faster than trying to use the fluid simulator in Blender!
19:30 at least 3ds Max and Maya have metaballs, and I suspect actually any 3D package which was around for a while have it. Which makes this tutorial even cooler, since you can use it in any different package!
Hi! I tried export the particles in alembic file to maintain the animation and works! Also, the modifiers works with de alembic file because when import they converted to mesh.
I don't suppose there's any 2.8+ update on this one, is there? I'd love to try it out, but even with the same exact settings, things aren't going anywhere near as smoothly as the video...
From you i can learn the coolest stuff! Great tutorial! I Made some Fluid Splashes before, but with this method you have a lot more freedom and control und and it's not only ablout liquids. awesome!!! i love it!
Yet another masterly presented demonstration. I would have never thought to use smoke and particles to create liquid instead of a fluid simulation. Very ingenious. Could this be used to replicate a sword slicing through a villian? I believe it would but I'm trying to figure out what would be the flow, the sword or the villian since I want the blood to follow the sword and splatter onto the hero and another monster. Also since I want the splatter to spray slightly and be affected by gravity should I set the temperature to positive or negative? Thx.
This is like my 3rd time doing this tutorial... I seriously think they're fun - I still do the "magic mushrommmsss" one for recreation too. Gleb the God Father. tysm 😋
I believe Cinema4D also has a metaball modifier (or whet ever a modifier is called in C4D). I actually assumed this was present by default in 3D modeling/animation applications.
Thank you for sharing this tutorial 💖💖. However could you please repeat this tutorial in blender 2.8 ar above? Im new to blender and it is hard to find the blender 2.7 options in blender 2.8 or above. Thank you very much 💖💖💖
Amazing tutorial as usual! As well I'm going to try to make such kind of liquid shapes now and um... maybe to try to make something different by mixing it with like animation nodes addon to create linked liquid particles? I guess it could give interesting results...
Well, that was hypnotizing, I must say. VERY brave to use metaballs on huge particle systems I must say, my friend! :) Very brave to sculpt the result! But the overall effect is well worth it, and the part I like the most was particle fiddling like a particle scientist. What next? Imagine the same system with few light sources scattered (by particles) and emitting a sort of mysterious light everywhere, and the shadows mixed with blaze light dancing with infinite reflections here and there... :) Well, with 10 bounces it will look at least as infinite I presume :) Again - thank you and it was nice to listen to your hypnotizing voice :)
I think with some luck it would be possible to simulate a nebula. A smoke sim with good resolution + turbulence + vortex >> then a particle system with 2-3 billion particles (that's the tricky bit) >> then some extra turbulence on a micro level. The final touch would be to render these particles via the volume scattering and absorption shaders. Plus as you said, the few omni light sources here and there.
For such a huge sim it may be a good idea to look for something like automatic LOD system, to limit the number of unnecessary calculations. Of course one could say that light bounced on invisible scene parts contributes to the overall look of visible parts, but for such huge system like nebula, this is rather silly. I still wrapping my head thinking how to create such a solution and escape from all unnecessary complexity...
Cool tutorial, as a great alternative to metaballs you may use the new remesher "metaball" mode from the Fracture Modifier branch, it´s awesome and it supports motion blur! :)
I´m going to publish a tutorial about it today, if you allow me I´ll give you the link here (no problem if you prefer to avoid spam from other channels, totally understand it :) ) just moderate this comment and hide this comment and I´ll understand, no hard feelings at all :)
Great tutorial, is there a way to constrain the particles to remain inside a mesh object, and is it possible to do the reverse have the particles flow around a mesh object?
so i got to the part where you turn the turbulence down on your particle effect and add the smoke force field but my particles just don't flow and look like the paint splatter along with the smoke flow and then add the meta balls but mine just doesn't look like a splash
Thank you for this awesome tutorial! I'm getting stuck on deleting the metaball mesh. When I hit B and drag a square over the sphere, the entire mesh (including paint splatter) is selected. What am I doing wrong?
How can we make inky diffusions on 2d (like on paper, not 3d) along curve with random (actually not random, it should depend on how time you wait on certain area) widths and random diffusions walks of tiny ink droplets just like alien language in Arrival movie? I searched particle painter like in Substance Painter (like vein painter) a lot but couldn't find. I can't write a program that contains scientific research.
Great Tutorial like always Just a suggestion: Is more clean workflow if you use effector Group instead bringing down Field Weights and also you can use CTRL+L to copy modifiiers
Share this video twice, it really helps!
The tutorial timeline:
0:15 - Introduction
0:47 - Smoke simulation
2:33 - Particle system
4:11 - The turbulence force field
5:44 - The smoke flow force field
9:07 - Animate the flow object
11:02 - The vortex force field
12:22 - Final tweaks to the particle system
13:20 - Metaballs
15:34 - Convert metaballs to meshes
19:36 - The smooth modifier
21:00 - Sculpt the meshes
22:40 - Shaders and lighting
28:56 - Subsurface scattering
30:02 - Tone mapping
31:37 - Render!
the smoke isn't being pushed around by the turbulence force field for me did i miss something
Turbulence force field does not influence my smoke as well, what do I do? HELP
PLSSSS MAKE AN UPDATED VERSION OF THIS AMAZING TUTORIAL! :)
For someone who presents their videos in a professional manner with such clarity, Gleb doesn't get enough credit.
Kieren Gough I'm still trying to wrap my head around these things, clarity and overall pro look. Glad that you see the progress!
Here's some extra credit then. I often play around with the particles and usually just find myself wasting time without too many interesting results. I found the hardest part of this tutorial the constant fight against the urge to go off on a tangent idea, because at so many places this tutorial has cool little results that deserve further exploration. Very inspiring. And I agree that Gleb's tutorials are very good. Even though I am quite experienced with Blender, I can hardly watch a thing he makes without learning so much useful stuff that I can' t even keep track of it all.
This is the reason why you are one of the best blender users Gleb.
6 years later, this is still the best paint splash tutorial 🤩
Subscribing to your channel was the best thing ever
Protip : If yout computer is too slow to handle 500 000 particles in realtime, you may consider baking the particles *on your disk* , it worked for me :D
Kevin Jourdain does that have anything to do with ram?
your excitement about particles is infectious :)
A coffee-induced overenthusiasm :D Glad you got the sparkle though! :)
So I got to minute 13 and never got back to this, cos you inspired me to use the smokey texturing to create ice cream and finish my first animated Blender short! Thanks for this, hey...
TNice tutorials man is so good at explanation ...since I have been watcNice tutorialng soft soft tutorials , tNice tutorials is my first ti to really understand it . I love soft
I'm giggling here as I watch this tutorial. This is AMAZING.
Aaah I so wish I could find a more recent tutorial like this, since it seems a lot has changed with flow in the newer versions of blender. I'll still give it a shot, though. This is awesome!
thats was very...out of this world....really like it.
You are Blender Master! Thank you for your effort for teaching us. Your contribution is invaluable. In this point, I begin to think that I dont I need Houdini and C4d:-) Money! Blender forever! Happy Blender Day!
using it for a few years and now I want to upgrade and I'm happy I did that.
basics it's encouraging to learn a little bit more! Well done!
Hey I followed this tutorial a few years back and loved it. Learned alot. Would you be willing to redo it with Blender 2.9X since the physics options have all switched? I tried to follow it again but theres some settings that don't seem to be in blender any more. Such as the Smoke Flow Forcefield. What that's may or may not have been switched with I do no know. I would really appreciate an updated tutorial on this piece, it's one of my favorites :)
You can find smoke in "Object > Quick Effects > Quick Smoke". hope this helps!
Thanks Gleb, You always have the most useful and creative tutorials.
Amazing tutorial! How to use particle effect to end up with wonderful splash of colors!
Не очень удачное место, чтобы писать благодарности, но всё-же хочу поблагодарить тебя Глеб за твой контент на RUclips, парень ты интересный, вещи делаешь интересные. Благодаря твоим трудам, я очень во многом разобрался за довольно короткое время (Хорошо, что на RUclips появился переводчик субтитров). Причём не малую роль сыграла подача материала.
Удачи в развитии мой друг))
Hi Gleb, To be honest it is my first comment in youtube ever) Thanks for your tutorials, they are inspiring, fun and really easy to follow. Thanks for clean and orginised structure of videos and artistic result in the end. Thanks for your work!
Штогун Володимир congrats on the first comment! :) RUclips on the shrimpy side is a good place to hang around.
I love your tutorials, and your sense of humor ;) Keep up the good work, Gleb.
Same
This is such a cool technique, Gleb! I like the approach you took, combining different tools to create an incredible, dynamic result. And so much faster than trying to use the fluid simulator in Blender!
You are a master. Tks for share projects file so we can learn.
really really good simulation!!!
Very informative, as always. I always learn new things from you, I am afraid this tutorial would bring my pc to its knees, but im going to try anyway.
Surely the color scheme is somewhat inspired by the cushions and wallpaper of Gleb's surroundings! :D Aidy.
lol, nice observation. that's how the unconscious defines our actions I guess.
Thought it was the ever lasting inspiration of #LongLiveSoftimage theme :D ....
Again nice tutor & interesting material. Thanks Gleb!
Glad to hear that, Sviatoslav!
Gleb as always delivered something special :) Best tutorials for blender artists !
LOVEEEE!!! You're so talented!!!
19:30 at least 3ds Max and Maya have metaballs, and I suspect actually any 3D package which was around for a while have it.
Which makes this tutorial even cooler, since you can use it in any different package!
Good to know!
I'm really glad I discovered your channel !! Beautiful tutorial. Will use it immediately :)
This was amazing! Thank you. I can't wait to finish my thesis and start working with blender again.
I keep reading metaballs as meatballs, I think I may be a little bit hungry. Jokes aside, awesome tutorial, thanks for uploading!
Hi Gleb, NICE to see you!!! Awesome, upvote before start!
Looks so real...Good job man
4:38 isn't working for me..
the particle stuck in sphere and not affected by turbulence..
any help ? please
Great tutorial! Learnt a lot from watching it!
Всегда что-нибудь необычное :) Спасибо!
Hi! I tried export the particles in alembic file to maintain the animation and works!
Also, the modifiers works with de alembic file because when import they converted to mesh.
Excellent tutorial Gleb! Thank`s a lot!
It's amazing tutorial, can make this effect in 2.8 interface? Thanks
I don't suppose there's any 2.8+ update on this one, is there? I'd love to try it out, but even with the same exact settings, things aren't going anywhere near as smoothly as the video...
This was really neat to watch, and taught me some stuff about particles. Thanks for creating this!
Unleash the meatballs! Awesome tut, thank you for this.
U again proved Ur the master of blender thank u for sharing how much time did u spend for this?
Thank you for the tutorial. Totally fun playing with this workflow.
From you i can learn the coolest stuff! Great tutorial! I Made some Fluid Splashes before, but with this method you have a lot more freedom and control und and it's not only ablout liquids. awesome!!! i love it!
Never liked a video that fast before
Yet another masterly presented demonstration. I would have never thought to use smoke and particles to create liquid instead of a fluid simulation. Very ingenious. Could this be used to replicate a sword slicing through a villian? I believe it would but I'm trying to figure out what would be the flow, the sword or the villian since I want the blood to follow the sword and splatter onto the hero and another monster. Also since I want the splatter to spray slightly and be affected by gravity should I set the temperature to positive or negative? Thx.
Great tutorial! Helped me make some realistic spilling coffee :D
Nice style, Gleb. Thanks for the cool tute!
This is like my 3rd time doing this tutorial... I seriously think they're fun - I still do the "magic mushrommmsss" one for recreation too. Gleb the God Father. tysm 😋
Wow !! Very cool !! this should get way more views to be honest!! Thank you 😉
Awesome tutorial :) Back in the day Bryce 3D used to have metaballs :)
Gleb pls do a tut on photorealistic volumetric clouds
13:40 Nothing happens for me, the metaball does not apply to the particle system. Can someone please help
Awesome tutorial as always man.
ohh god ohh god ohh god! i have to follow this tut LOOKS AMAZINGGG! Thanks Gleb, much love!
Sure :) thnx!
Great use of meatballs.
"Underneath this white surface is meeeaaaaaat~" :D :D :D
Awesome tutorial Gleb! Keep it up!
wow - this is very beautifull!
Your PC is a beast
Gracias un buen trabajo 😍😍😍😎
Hello! Could you please re-do tutorial in newest Blender?
Great job !
I believe Cinema4D also has a metaball modifier (or whet ever a modifier is called in C4D).
I actually assumed this was present by default in 3D modeling/animation applications.
Very helpful, thank you
please update this turorial gleb, we are begging you :)
Cinema has a Metaballs function and xparticals has a skinner effect which is exactly the same as metaball :)
I never thought I'd learn so much about Blender from Macaulay Culkin.
Thank you for sharing this tutorial 💖💖. However could you please repeat this tutorial in blender 2.8 ar above? Im new to blender and it is hard to find the blender 2.7 options in blender 2.8 or above. Thank you very much 💖💖💖
наконец-то новое видео))
Amazing tutorial as usual! As well I'm going to try to make such kind of liquid shapes now and um... maybe to try to make something different by mixing it with like animation nodes addon to create linked liquid particles? I guess it could give interesting results...
thank you Alexandrov! great tutorial
you are the best dude
Thank you for this awesome tutorial!!!
You're welcome, Fernando.
Geeeeeeez....Gleb, this is insanely cool!!!!
Well, that was hypnotizing, I must say. VERY brave to use metaballs on huge particle systems I must say, my friend! :) Very brave to sculpt the result! But the overall effect is well worth it, and the part I like the most was particle fiddling like a particle scientist. What next? Imagine the same system with few light sources scattered (by particles) and emitting a sort of mysterious light everywhere, and the shadows mixed with blaze light dancing with infinite reflections here and there... :) Well, with 10 bounces it will look at least as infinite I presume :) Again - thank you and it was nice to listen to your hypnotizing voice :)
I think with some luck it would be possible to simulate a nebula. A smoke sim with good resolution + turbulence + vortex >> then a particle system with 2-3 billion particles (that's the tricky bit) >> then some extra turbulence on a micro level. The final touch would be to render these particles via the volume scattering and absorption shaders. Plus as you said, the few omni light sources here and there.
For such a huge sim it may be a good idea to look for something like automatic LOD system, to limit the number of unnecessary calculations. Of course one could say that light bounced on invisible scene parts contributes to the overall look of visible parts, but for such huge system like nebula, this is rather silly. I still wrapping my head thinking how to create such a solution and escape from all unnecessary complexity...
Cool tutorial, as a great alternative to metaballs you may use the new remesher "metaball" mode from the Fracture Modifier branch, it´s awesome and it supports motion blur! :)
Oh, didn't know that, I'll check it out.
I´m going to publish a tutorial about it today, if you allow me I´ll give you the link here (no problem if you prefer to avoid spam from other channels, totally understand it :) ) just moderate this comment and hide this comment and I´ll understand, no hard feelings at all :)
I read that as meat balls lol
Here is the tutorial I was talking about :)
ruclips.net/video/7zby6TF7fJQ/видео.html
hahaha yes, I´m hungry also each time I work with "meatballs"
It would be fantastic to get this tut for the new version. Dummy here.
Great tutorial, is there a way to constrain the particles to remain inside a mesh object, and is it possible to do the reverse have the particles flow around a mesh object?
only 10 dislikes... thats a first. Even for an amazing video like this.
wow can you make this one also for 3.0 or 2.9
so i got to the part where you turn the turbulence down on your particle effect and add the smoke force field but my particles just don't flow and look like the paint splatter along with the smoke flow and then add the meta balls but mine just doesn't look like a splash
same
This really helped thanks
I was wondering if I would be able to animate this without burning my PC?
My PC
16 gb ram
RTX 2060
Ryazan 6 3600
7:30 Liquid is a real word that can be used as an adjective. Is that what you meant?
I've always wanted to know how to do this!!
7:11 - Harry Potter theme music
Awesome tutorial!
I cannot see temperature difference. Where is it now ? Or am I too late to the part?
Thank you for this awesome tutorial! I'm getting stuck on deleting the metaball mesh. When I hit B and drag a square over the sphere, the entire mesh (including paint splatter) is selected. What am I doing wrong?
this would make a pretty cool Non-Newtonian Fluid animation
Tried following but nothing happens no matter what I do. I even deleted and started all over but the same results.
How can we make inky diffusions on 2d (like on paper, not 3d) along curve with random (actually not random, it should depend on how time you wait on certain area) widths and random diffusions walks of tiny ink droplets just like alien language in Arrival movie? I searched particle painter like in Substance Painter (like vein painter) a lot but couldn't find. I can't write a program that contains scientific research.
Great Tutorial like always
Just a suggestion: Is more clean workflow if you use effector Group instead bringing down Field Weights and also you can use CTRL+L to copy modifiiers
dope brother big up I love blender
23:50 when I turn on the render preview it's grainy af and it actually looks more like smoke xd can I get any help pls ....?
#solved ^^ maybe someone with same problem, in the render > film settings pixels width should be set to 1,5 ^^ I had it at 30 or so q.q
Plzz make tautrials on lightning... Like splash lightnings