How to Create Connecting & Disconnecting Fluid / Bubbles?












4












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I'd like to create this simulation in Blender, with different connecting and disconnecting bubbles splashing with fluid sims. Is it even possible? Do you please know what option in Blender creates this effect, that different bubbles gravitate towards each other when they're close?



https://www.shutterstock.com/cs/video/clip-23042995-3d-rendering-wave-swirl-ink-background-black



enter image description here



Thanks!










share|improve this question









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    4












    $begingroup$


    I'd like to create this simulation in Blender, with different connecting and disconnecting bubbles splashing with fluid sims. Is it even possible? Do you please know what option in Blender creates this effect, that different bubbles gravitate towards each other when they're close?



    https://www.shutterstock.com/cs/video/clip-23042995-3d-rendering-wave-swirl-ink-background-black



    enter image description here



    Thanks!










    share|improve this question









    $endgroup$















      4












      4








      4





      $begingroup$


      I'd like to create this simulation in Blender, with different connecting and disconnecting bubbles splashing with fluid sims. Is it even possible? Do you please know what option in Blender creates this effect, that different bubbles gravitate towards each other when they're close?



      https://www.shutterstock.com/cs/video/clip-23042995-3d-rendering-wave-swirl-ink-background-black



      enter image description here



      Thanks!










      share|improve this question









      $endgroup$




      I'd like to create this simulation in Blender, with different connecting and disconnecting bubbles splashing with fluid sims. Is it even possible? Do you please know what option in Blender creates this effect, that different bubbles gravitate towards each other when they're close?



      https://www.shutterstock.com/cs/video/clip-23042995-3d-rendering-wave-swirl-ink-background-black



      enter image description here



      Thanks!







      animation fluid-simulation






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Jan 24 at 7:59









      Martin KleknerMartin Klekner

      825




      825






















          1 Answer
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          $begingroup$

          I'd recommend using Meta-Balls and a particle system in this case.



          enter image description here



          Step 1: We need a few Objects in the Scene to get started.




          • a Plane (our Emitter)

          • a Metaball (our Particle Object, this will be duplicated)

          • a Force Field (to get some turbulences going)


          enter image description here



          Step 2: We then add a particle system to our Plane, and set it to render an object, there we put in our meta-ball.



          enter image description here



          Step 3: We adjust some settings to our liking, i also turned off the gravity influence, then the particles will start rising. Mainly i'd change:




          • random particle scale

          • random velocity


          We then get particles that emit at different speeds and sizes, once they are close to each other, they will merge, as metaballs do.



          I've added my file for you, in order to get it looking nice i had to change the scale of the metaball object and particle, otherwise the divisions of them won't seem to work well and i got just some weird triangles floating around.





          I'd recommend to take a look at the wiki regarding metaballs too (mainly resolution and threshold): https://docs.blender.org/manual/en/latest/modeling/metas/index.html?highlight=metaball






          share|improve this answer









          $endgroup$









          • 1




            $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            Jan 24 at 12:32










          • $begingroup$
            no problem! :) i'd be happy to see your results someday!
            $endgroup$
            – Chris
            Jan 24 at 13:23











          Your Answer





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          1 Answer
          1






          active

          oldest

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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          4












          $begingroup$

          I'd recommend using Meta-Balls and a particle system in this case.



          enter image description here



          Step 1: We need a few Objects in the Scene to get started.




          • a Plane (our Emitter)

          • a Metaball (our Particle Object, this will be duplicated)

          • a Force Field (to get some turbulences going)


          enter image description here



          Step 2: We then add a particle system to our Plane, and set it to render an object, there we put in our meta-ball.



          enter image description here



          Step 3: We adjust some settings to our liking, i also turned off the gravity influence, then the particles will start rising. Mainly i'd change:




          • random particle scale

          • random velocity


          We then get particles that emit at different speeds and sizes, once they are close to each other, they will merge, as metaballs do.



          I've added my file for you, in order to get it looking nice i had to change the scale of the metaball object and particle, otherwise the divisions of them won't seem to work well and i got just some weird triangles floating around.





          I'd recommend to take a look at the wiki regarding metaballs too (mainly resolution and threshold): https://docs.blender.org/manual/en/latest/modeling/metas/index.html?highlight=metaball






          share|improve this answer









          $endgroup$









          • 1




            $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            Jan 24 at 12:32










          • $begingroup$
            no problem! :) i'd be happy to see your results someday!
            $endgroup$
            – Chris
            Jan 24 at 13:23
















          4












          $begingroup$

          I'd recommend using Meta-Balls and a particle system in this case.



          enter image description here



          Step 1: We need a few Objects in the Scene to get started.




          • a Plane (our Emitter)

          • a Metaball (our Particle Object, this will be duplicated)

          • a Force Field (to get some turbulences going)


          enter image description here



          Step 2: We then add a particle system to our Plane, and set it to render an object, there we put in our meta-ball.



          enter image description here



          Step 3: We adjust some settings to our liking, i also turned off the gravity influence, then the particles will start rising. Mainly i'd change:




          • random particle scale

          • random velocity


          We then get particles that emit at different speeds and sizes, once they are close to each other, they will merge, as metaballs do.



          I've added my file for you, in order to get it looking nice i had to change the scale of the metaball object and particle, otherwise the divisions of them won't seem to work well and i got just some weird triangles floating around.





          I'd recommend to take a look at the wiki regarding metaballs too (mainly resolution and threshold): https://docs.blender.org/manual/en/latest/modeling/metas/index.html?highlight=metaball






          share|improve this answer









          $endgroup$









          • 1




            $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            Jan 24 at 12:32










          • $begingroup$
            no problem! :) i'd be happy to see your results someday!
            $endgroup$
            – Chris
            Jan 24 at 13:23














          4












          4








          4





          $begingroup$

          I'd recommend using Meta-Balls and a particle system in this case.



          enter image description here



          Step 1: We need a few Objects in the Scene to get started.




          • a Plane (our Emitter)

          • a Metaball (our Particle Object, this will be duplicated)

          • a Force Field (to get some turbulences going)


          enter image description here



          Step 2: We then add a particle system to our Plane, and set it to render an object, there we put in our meta-ball.



          enter image description here



          Step 3: We adjust some settings to our liking, i also turned off the gravity influence, then the particles will start rising. Mainly i'd change:




          • random particle scale

          • random velocity


          We then get particles that emit at different speeds and sizes, once they are close to each other, they will merge, as metaballs do.



          I've added my file for you, in order to get it looking nice i had to change the scale of the metaball object and particle, otherwise the divisions of them won't seem to work well and i got just some weird triangles floating around.





          I'd recommend to take a look at the wiki regarding metaballs too (mainly resolution and threshold): https://docs.blender.org/manual/en/latest/modeling/metas/index.html?highlight=metaball






          share|improve this answer









          $endgroup$



          I'd recommend using Meta-Balls and a particle system in this case.



          enter image description here



          Step 1: We need a few Objects in the Scene to get started.




          • a Plane (our Emitter)

          • a Metaball (our Particle Object, this will be duplicated)

          • a Force Field (to get some turbulences going)


          enter image description here



          Step 2: We then add a particle system to our Plane, and set it to render an object, there we put in our meta-ball.



          enter image description here



          Step 3: We adjust some settings to our liking, i also turned off the gravity influence, then the particles will start rising. Mainly i'd change:




          • random particle scale

          • random velocity


          We then get particles that emit at different speeds and sizes, once they are close to each other, they will merge, as metaballs do.



          I've added my file for you, in order to get it looking nice i had to change the scale of the metaball object and particle, otherwise the divisions of them won't seem to work well and i got just some weird triangles floating around.





          I'd recommend to take a look at the wiki regarding metaballs too (mainly resolution and threshold): https://docs.blender.org/manual/en/latest/modeling/metas/index.html?highlight=metaball







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Jan 24 at 12:09









          ChrisChris

          4187




          4187








          • 1




            $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            Jan 24 at 12:32










          • $begingroup$
            no problem! :) i'd be happy to see your results someday!
            $endgroup$
            – Chris
            Jan 24 at 13:23














          • 1




            $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            Jan 24 at 12:32










          • $begingroup$
            no problem! :) i'd be happy to see your results someday!
            $endgroup$
            – Chris
            Jan 24 at 13:23








          1




          1




          $begingroup$
          You sir, are awesome! This is all I need to get going :-) Thank you so much!
          $endgroup$
          – Martin Klekner
          Jan 24 at 12:32




          $begingroup$
          You sir, are awesome! This is all I need to get going :-) Thank you so much!
          $endgroup$
          – Martin Klekner
          Jan 24 at 12:32












          $begingroup$
          no problem! :) i'd be happy to see your results someday!
          $endgroup$
          – Chris
          Jan 24 at 13:23




          $begingroup$
          no problem! :) i'd be happy to see your results someday!
          $endgroup$
          – Chris
          Jan 24 at 13:23


















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