Blender Tutorial – Paint Splatter Effect in Eevee

Blender Tutorial – Paint Splatter Effect in Eevee

hello everybody and welcome back to
another blender made easy tutorial today we’re gonna be creating this paint
splash effect using dynamic paint and the fluid simulation to get started
let’s go ahead and delete the cube and then press shift A and we’ll add in
another cube this is going to be the domain for our fluid simulation we’re
gonna scale it up just a little bit and then place our bottom right corner on to
where the cursor is so I’ll just move it up right about there looks pretty good
next what I’ll do is I’ll press shift A and add in a circle and this is going to
be our emitter object rotate the circle 90 degrees along the X and then position
it inside the cube so go into wireframe and then I’ll scale it down and then
just position it right over here and I’ll drag it up also make sure you go
into edit mode and press F to fill in a face on that circle you can also extrude
it out just to give it some thickness and this will help with emitting the
fluid now that we have all of our objects in our scene let’s go ahead and
start creating the fluid simulation so select your domain go over to the
physics tab and add in a fluid and set the type to domain don’t worry about
these settings at the moment we’ll change them in just a second
the other thing that we need to do is select the circle go fluid and set the
type to inflow this will constantly add fluid into our scene but I don’t want it
to be constantly added fluid I wanted to add a little bit and then just shut off
so to do that we’re gonna go to frame 5 right here frame 5 down here and then
I’m gonna hover my mouse over this check box and then hit the I key on my
keyboard next go to frame 6 uncheck this flow checkbox and then hit the I key one
more time so over 5 frames is going to emit fluid into our scene and then shut
itself off underneath the Y velocity we need to change this up to 10 so with the
speed of 10 it’s gonna shoot some fluid out and then hit the wall right here
next let’s select our domain and underneath the boundary options we’re
going to be turning the subdivisions up to a value of 2 this will enable the
fluid to look really nice but it will also enable us to add in particles
next open up the particle tab and set the generate value to point zero one you
want to be careful with this value because the higher you go it will almost
look like an explosion of fluid so I found that a point zero one is a pretty
good value right here next we can set the resolution by coming up here and
changing it to let’s go with 150 that’s a pretty decent size and that will give
us a lot of geometry to work with and finally I’ll set the viewport to
final so we can actually see what it looks like and then open up the bake
here you can set where you want the bacon to go to I’ll just set it to this
folder now before you click bake make sure you set the end frame down here and
I’m gonna be setting this to 150 I don’t need to bake 250 frames so set the end
frame to 150 and you’ll be good to go once you do that hit bake and it will
start our baking has finished and this is our results if I hit the spacebar we
can see what it looks like and that’s not too bad it might be shooting out a
little too quick but it’s okay we’ll work with it okay so the next thing we
need to do is add in a couple of objects the first object that we’ll add in is
the ground so I’ll add in the plane and just scale it up pretty big and then
we’ll add in another plane and this is going to be the plane that actually
interacts with the fluid so we’ll rotate it 90 degrees along the X and then we’ll
scale it up and then place it right next to the cube we want it to be about the
same size as the domain so I’ll select the domain I’ll go into edit mode to see
what it looks like all right and then I will go into top view I’ll also select
this plane here and go back into top view and then go into edit mode if we
have two objects selected we can see them both in edit mode and now what we
can do is just ctrl L on that plane and then scale it up to be the size that we
need and drag it up as well right about there looks good now that we’ve done
that we can go ahead and play this one more time and we’ll pause it right about
there go into side view and then just make sure that this plane is actually
touching the fluid as you can see here there’s a small gap and if we were to
use the dynamic it’s not gonna work because it’s not
touching so just drag the plane over until it’s right next to the fluid right
there now we are ready to work with the dynamic paint select your plane that you
just added and click on dynamic paint this is going to be the canvas for the
simulation so go ahead and make sure the type is set to canvas and then go add
canvas underneath here we have a couple different options the format we can use
the vertices that are on the plane or we can use a image sequence since we only
have four vertices we’re going to be using the image sequence so go ahead and
change it to there here you can set the resolution of the image you want to
output I’m just gonna go with 1080 I find that’s pretty good and the frame we
can set here and it’s already at the correct frames 150 so we don’t need to
change that the substeps we do need to bring that up to 3 this
will just help give us a more smooth animation underneath that we have a
couple different options for the scale the radius we don’t really need to worry
about any of these if you wanted to you can open up the effects and change it to
drip and also an animation on-screen of no drip and then drip enabled and you
can see the differences for this animation I found that no drip actually
looks a little bit better so I’m gonna leave it at no drip the other option we
need to do is the output so go ahead and open up the output section here and set
the the Cache path where you want your images to go once you’ve selected a
folder go ahead and click on UV map and select the UV map make sure
pre-multiplied alpha is turned on this will enable us to have images that use
alpha so we can add a texture underneath if we wanted to once you’ve done all
that go ahead and select your fluid and this is going to be our brush I’m gonna
collapse the fluid and then go dynamic paint set the type to brush and then go
add brush here is where you set the color you can set this to whatever color
that you like I think I’m gonna go with a red color somewhere around here and
then I might darken it up just a little bit and that’s basically all we really
need to do if you want it to be a little transparent you can do that here
but I’m gonna leave at 1:00 now that we’ve done that we are
ready to bake so go ahead and select your plane scroll down to the baking
output right here and click bake image sequence and then we’ll put all of those
images into that folder and then we’ll use the node editor to import that into
the material all right the bacon has finished and here we can see all of our
images in this folder and it goes all the way up to 150 the ones up top here
are black and that just means that they’re transparent there’s nothing on
them it’s just a completely transparent image all right so to apply that to our
plane right here what we need to do is open up the node editor so go over to
the shader editor press n to close off that panel and then click on new with
this principal shader I’m gonna press shift a and add in a texture and then we
see an option here image sequence go ahead and click on that navigate to
where your images are press a to select them all and then go import image
sequence and place that right here now what we need to do is take the color and
plug it into the base color of the principal shader now if we go into
render view we should be able to see yeah we can see it right there
and as we can see the fluid is also right there as well currently though
it’s using the transparency and just making it in black and I don’t want that
what I want to do is press shift a go to color and then mix RGB and place that
here then take the Alpha Channel and plug that into the factor there we go
and then make sure this is in the bottom input and there we go so now we can put
whatever we want into this top input if we want to put in a concrete texture a
wood texture whatever you want you can plug that in right here or if you want
to just change the color alright so I just went ahead and put in a concrete
texture right here and so we have a background for our paint to splash on
now we need to do the colors for the fluid if i zoom in here and press Z and
go into render view you’ll notice that the paint are the output images look a
little bit different than the color we set over here I’m not sure why this
happens but whenever you output images from the
paint it changes the color just a little bit so you can see here we have a dark
red color but over here it almost looks like an orange so we’re going to eyeball
it when we select our fluid we’re just going to give it a new material which it
already has and I’m just going to set this to like an orange color to try to
match that color that’s on the wall now if you want that exact color what we can
do is open up the UV image editor right here grab one of our images and just
drag it in and then select that color so click on this eyedropper tool click on
this and just select that color and now it’s the exact same color as the paint
and you can see there it looks pretty good now I want to render this in EB so
I’m gonna go ahead and switch over to evey there we go and I’m gonna close
that off so we have more space on our 3d view now let’s set up a quick scene with
some lighting and also make sure that you select the floor and drag it up so
it’s right next to the fluid so there’s no gap between them right about there
looks good okay I’ve set up my quick scene right here I have a Sun lamp with
a strength of 3 pointing down like this I my camera is directly in front of the
scene and it’s a little bit above the floor so we don’t see the plane and
everything else looks pretty good you can also double check that you right
click and go shade smooth on your fluid and if you play this you’ll notice that
the the back wall doesn’t change that is just a visual thing once you actually do
the render it will change also with this Sun let make sure you turn on contact
shadows over here and your render will look a lot better for the evey settings
I’m gonna turn on ambient occlusion I’m gonna turn on the screen space
reflections and underneath color management I’m gonna set the look to
high contrast and underneath the samples right here I’m gonna be setting this to
50 so it renders a little bit faster once we do that we are ready to render
so in the output settings I’m gonna change this to a movie file open up the
encoding and set the video container right here to mp4 once we’ve done that
we can save our project and then set an output right here once you do that you
can go up to render and click on render animation and it will
it out we’ll take a look at it once it’s done okay the render has finished and
this is our results to view the animation you can open up that folder
and view it there or in blender if you go up to render you can click on View
animation and a window will pop up and you’ll be able to see what it looks like
and that looks pretty cool so there you go guys that is the end of this tutorial
thank you for watching you can use this tutorial as a template for your own
projects if you’re using like some VFX where you’re holding a bucket and you
throw it up against the wall or something cool like that I’d love to see
what you create so make sure to send it to me over on Instagram at blender made
easy thanks again for watching and I’ll see you guys in the next tutorial

16 thoughts on “Blender Tutorial – Paint Splatter Effect in Eevee

  1. I followed the tutorial,, but when I tried to use image sequence,, those images had colour only bottom part ,, not like it looks in viewport

  2. You can hover over any color swatch in blender, hit ctrl-c and go to the color node you want, hover over it and hit ctrl-v, it paste the exact color you want. an easy tip to get the same color as another node in your materials.

  3. If your baked colours are different from what you expect check you've not changing stuff in 'color management', render tab…

  4. I'd use a Black&White (less disk space required) dynamic paint image sequence as input factor for a Mix Shader node rather than a Color Mix node: this way you can have the the paint more glossy/wet than the wall. Both shader could then share the same displacement map.
    It's better to always apply transformations (ctrl+A) before any simulation to avoid issues.
    Some steps are repeated, e.g. you could simply leave the default cube, or enter edit mode for the domain and duplicate a face to create the wall (and Alt+P to set it as separate object).
    And, as mentioned, definitely check the color management you're using to avoid unexpected color hues!
    Btw, the idea to mix dynamic paint and fluid simulation is good!

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