How to Create Connecting & Disconnecting Fluid / Bubbles?












3












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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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    3












    $begingroup$


    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









    $endgroup$















      3












      3








      3





      $begingroup$


      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 4 hours ago









      Martin KleknerMartin Klekner

      474




      474






















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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








          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






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          • $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            9 mins ago











          Your Answer





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          1 Answer
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          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          3












          $begingroup$

          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








          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          $endgroup$













          • $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            9 mins ago
















          3












          $begingroup$

          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








          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          $endgroup$













          • $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            9 mins ago














          3












          3








          3





          $begingroup$

          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








          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          $endgroup$



          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








          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.









          share|improve this answer



          share|improve this answer






          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.









          answered 31 mins ago









          ChrisChris

          1464




          1464




          New contributor




          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.





          New contributor





          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.






          Chris is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
          Check out our Code of Conduct.












          • $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            9 mins ago


















          • $begingroup$
            You sir, are awesome! This is all I need to get going :-) Thank you so much!
            $endgroup$
            – Martin Klekner
            9 mins ago
















          $begingroup$
          You sir, are awesome! This is all I need to get going :-) Thank you so much!
          $endgroup$
          – Martin Klekner
          9 mins ago




          $begingroup$
          You sir, are awesome! This is all I need to get going :-) Thank you so much!
          $endgroup$
          – Martin Klekner
          9 mins ago


















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