arcady opened this issue on Feb 27, 2006 ยท 15 posts
arcady posted Mon, 27 February 2006 at 2:42 PM
Anyone know of good tutorials or other info on doing blood effects? Specifically I need to do three sort: Splattered against a wall and then draining down, as from someone lined up against that wall and shot. Pooling around a body - so I need to design a good ground texture. The logical appearance of a gunshot injury to the head... I don't tend to do violent images, but in this case I'm working on a war scene... I also need to do a particle generation of an injury happening at the moment of render, but that's one for the Carrara forum...
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zollster posted Mon, 27 February 2006 at 3:02 PM
arcady posted Mon, 27 February 2006 at 3:47 PM
bkmk?
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zollster posted Mon, 27 February 2006 at 3:57 PM
thundering1 posted Mon, 27 February 2006 at 4:38 PM
Attached Link: http://http://www.renderosity.com/viewed.ez?galleryid=1136029&Start=1&Artist=thundering1&ByArtist=Y
http://www.renderosity.com/viewed.ez?galleryid=1136029&Start=1&Artist=thundering1&ByArtist=Yes 3D Bathroom view seen from the hallway, big blood splats and drips - not very pleasant to look at so keep that in mind should you decide to look at it. Is this kind of what you're looking for? The walls were rendered clean - all blood and grunge was added in PS. In PS I chose a splatter-like brush, hit F5, checked and tweaked the "Jitter" (as well as Roundness, Angle, Minimum) under Shape Dynamics, made it further spacing to where it ALMOST was separate splats but still a line, checked Noise - played until I liked the texture of the brush. I chose a medium Red color, left the Opacity at 100% and painted away on a new layer on top of the original image. Change the Layer Mode to Multiply and it goes DARK - which is why I chose a medium red. The reason to change the Layer to Multiply is because you'll have the colors you just painted, but the texture of the walls/surfaces underneath. The cracks in the mirror were painted on a Layer below the blood. The blood overtop the mirror was separated onto its own layer, moved just a bit to show it's not the same depth as the blood on the wall, then THAT was duplicated, reduced opacity to 50% and moved just a hint up and to the right (I think 2 nudges up and right with the arrow keys) to show it is reflected on the silver below the glass of the mirror (which is what the blood would actually be SITTING on). Now, if you know how to create your own textures in PS to apply to surfaces, you can use this technique to just make it part of the texture Color map. Then when you make a Bump map it'll fit perfectly, and when you make the Specularity map, the underlying surface can be semi-reflective while the blood itself will be VERY reflective. Hope that helps- -Lew ;-)arcady posted Mon, 27 February 2006 at 5:59 PM
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thundering1 posted Mon, 27 February 2006 at 8:32 PM
I only created that brush specifically for it to be messy - the general technique would work for any of the "wall" blood sprays and runs, as well as on objects - you can paint it dripping off of objects to the ground or on another surface. You can make a cleaner brush for generically running blood, or one that's really spread wide for a loose "splat" kinda thing for the gunshot splatter, and paint more concentrated in the middle/epicenter. Yeah, the blood pooling directly on the ground is harder to do. What program are you using - Vue? Bryce? Poser? If it's Vue, you could create an Alpha Plane with a painting of blood for the "color", and copy the image to use as the "alpha" so it remains just the painted pool. Rotate it 90 degrees to be flat to the ground, and click the "drop" icon to have it rest directly on the next lower surface (in this case the ground). I can't remember if Bryce's "drop" does it to the next surface or takes it all the way down to ground level regardless of what it passes. And I have NO idea how to do that in Poser but there must be a way. Either way, you could do the same in those and "lay" it on the ground surface. Good luck- -Lew ;-)
tantarus posted Tue, 28 February 2006 at 2:25 AM
I have blood brushes in my free stuff, "halloween blood brushes" try that. If you need blood on the floor just add perspective with perspective transform tool under edit -- transform -- perspective. For old blood effect duplicate the layer and set the blend mode to multiply, flaten and add curves adjustment layer tweak the contrast and if Im remember good set the blend mode to color :) Hope this help :) Tihomir
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lundqvist posted Tue, 28 February 2006 at 3:17 AM
Attached Link: http://www.projectfiregun.com/assets/external/sk-ptkrr-c.jpg
I use various splatter brushes in PS as well, but am still a long way from getting it right, here's one with an attempt at pooling as well... Using a separate layer in multiply mode with dark red seems the best choice overall. Depending on the view angle, slight reflections in the pools can help too, I think.thundering1 posted Tue, 28 February 2006 at 6:25 AM
tantarus posted Tue, 28 February 2006 at 3:10 PM
Lun that image is excellent, really well done :) Tihomir
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arcady posted Tue, 28 February 2006 at 3:34 PM
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arcady posted Tue, 28 February 2006 at 3:39 PM
On looking at Lunqvist's image, I'm thinking I may want to add more splatter to the ground effects. I could do that pre or post render, and I'll see what I come up with tonight.
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thundering1 posted Tue, 28 February 2006 at 4:50 PM
Arcady - looks really good so far. The blood splat you made is great - creepy! And good idea about the terrains just colored red - didn't even think of that one! Looking forward to seeing its progress! -Lew ;-)
arcady posted Wed, 01 March 2006 at 4:06 PM
Attached Link: http://www.renderosity.com/viewed.ez?galleryid=1168211&Start=1&Artist=arcady&ByArtist=Yes
Final image is now posted at the link. In the end the splatter against the wall had to be converted to a terrain map based upon the photoshop image - but that was due to a Carrara problem with transparent planes... It was refusing to make the planes transparent when I used sky lights or ambient occlusion. The photoshop work was critical in getting the shape down, but I would have preferred to be able to use the plane over a terrain map for the vertical splatter. Given the fog and spotlights, I did not feel comfortable trying to handle it post render...Truth has no value without backing by unfounded belief.
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