
Something like a porous wall surface which would soak up and hold onto a liquid.

This is an interesting look in and of itself, but I wanted a sticky look where the blood would be a stuck to the geometry surface at the point of impact. Here’s a video showing some examples of that in action. Hydrophobic materials are actually becoming more common these days in condiment bottles to make sure nothing is wasted. This kind of look isn’t bad, and has somewhat of a liquid on a hydrophobic material. Since the particles could not truly stick, they were gathering up from the surface tension. This first one had some nice rippling texture to the liquid, but refused to cover the impact areas for the whole duration of the sim. Some earlier tests proved promising, but had issues.

Most of the issues were related to developer limitations as I later found out. This process included some wins, and some fails. Repurposing a few lessons I learned from making Lava, I proceeded to test out some ideas for cg blood. The viscosity of blood sits somewhere between water, and thin paint. Blood presents some interesting challenges too. There’s always a need for blood dripping from something in visual effects for horror films, or even for Halloween mograph animations too. On the heels of creating X-Particles Lava a few weeks ago, I decided to try my hands at making blood. Update : Project file has been adjusted to include a controller null to make changing source geometry easier.
