How to Create Connecting & Disconnecting Fluid / Bubbles?
$begingroup$
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
Thanks!
animation fluid-simulation
$endgroup$
add a comment |
$begingroup$
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
Thanks!
animation fluid-simulation
$endgroup$
add a comment |
$begingroup$
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
Thanks!
animation fluid-simulation
$endgroup$
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
Thanks!
animation fluid-simulation
animation fluid-simulation
asked Jan 24 at 7:59
Martin KleknerMartin Klekner
825
825
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
I'd recommend using Meta-Balls and a particle system in this case.
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)
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.
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
$endgroup$
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
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
return StackExchange.using("mathjaxEditing", function () {
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
});
});
}, "mathjax-editing");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "502"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f129725%2fhow-to-create-connecting-disconnecting-fluid-bubbles%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
I'd recommend using Meta-Balls and a particle system in this case.
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)
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.
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
$endgroup$
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
add a comment |
$begingroup$
I'd recommend using Meta-Balls and a particle system in this case.
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)
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.
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
$endgroup$
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
add a comment |
$begingroup$
I'd recommend using Meta-Balls and a particle system in this case.
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)
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.
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
$endgroup$
I'd recommend using Meta-Balls and a particle system in this case.
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)
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.
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
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
add a comment |
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
add a comment |
Thanks for contributing an answer to Blender Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f129725%2fhow-to-create-connecting-disconnecting-fluid-bubbles%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown