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July 31, 2012
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:iconthebigdavec:
Attacked the goo from a different angle this time.
So, here's the procedure I followed to get this image.
Start up Blender with the default cube. Add particle system with 10 particles set to volume and have them all appear on the first frame. Fracture the cube.
Next, for each of the 10 pieces, remove doubles, add a skin modifier and set vertex scale to 0.1
Repeat until all 10 are done.
Add the floor/background and go to the game engine to record the pieces falling to the floor. Go to my favourite frame back in the Cycles engine and delete all of the keyframes.
Now, select all of the pieces (easily done if they're all on layer 2) and join them with ctrl+j
set up a fluid simulation with the background/floor as an obstacle, the pieces as the fluid and the domain as honey. Play with the setting to get what you want. Set the domain material to a nice transparent red glass. Have a narrow DoF if you want it to look very small. And render in Cycles until properly cooked.

If I missed anything out, feel free to ask me :)
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:iconvickym72:
*VickyM72 Aug 1, 2012  Hobbyist Digital Artist
Awesome Dave! :omg:
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:iconkram1032:
Hah, really nice settings.
A part of your explanation was stolen from the department of redundancy department, though:
"for each piece" ... "Repeat until all 10 are done."
:D

So it's honey. What about the other settings? Domain-size. Domain compared to the fluid. Fluid resolution. Generated particles. Time span...
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:iconthebigdavec:
*TheBigDaveC Aug 1, 2012  Hobbyist Digital Artist
Domain size was 0.1 meter. Time span was 1 second over 100 frames. The domain was just big enough to enclose the liquid since there was no splashing or over filling involved. And I just chose a frame with enough spreading out on the floor and applied the fluid modifier. And a tenth of a meter was the domain size ;)
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:iconnukkio:
~nukkio Jul 31, 2012  Hobbyist Digital Artist
nice trick! wonderful!
thanks!!
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:icondreadknight666:
~DreadKnight666 Jul 31, 2012  Professional Digital Artist
You didn't mentioned blender in the description :P
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:iconthebigdavec:
*TheBigDaveC Jul 31, 2012  Hobbyist Digital Artist
Have now lol
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:iconthebigdavec:
*TheBigDaveC Jul 31, 2012  Hobbyist Digital Artist
Oh! You're right! lol
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:iconshippd:
more goooooooooooooooooooooooooooooooooooooooooo
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:iconmeaningoflines:
Thanks for the tip. I have to test it :-)
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