
ANR Blood Mist 3D
Fine blood mist and spray in 3D: tiny droplets slowed by the air, with a soft haze, from its own nozzle, a matte, or the fast liquid of Blood Sim 3D.
- Simulations
- Simulations pack
- 4 inputs
- 82 controls
Overview
Blood Mist 3D adds the part of a gunshot or impact that a liquid simulation cannot show: a cloud of droplets a fraction of a millimetre across that leave fast, are stopped by the air within centimetres, then drift and sink. A soft haze fills the dense parts. Three presets start you off: Gunshot mist, Back-spatter puff and Fine drift.
The mist can come from its own nozzle (placed like the Blood Sim's, with Source XY, Source depth and the camera), from the alpha of a matte on Source, and from ANR Blood Sim 3D on Particles: liquid moving faster than Speed threshold sheds mist along its path, so the mist follows the hit. Use both together, or set Emitter to Off for mist from the Blood Sim only.
Each droplet's path is worked out exactly from its launch, drag and gravity, so any frame renders directly: there is no simulation to run and no cache to build. Look and Physics edits never rebuild the droplets. The mist is lit like Blood Mesh 3D, with a skylight by default or a lat-long HDRI on Environment.
In a blood setup, the Blood Sim feeds both Blood Mesh 3D (the liquid) and Blood Mist 3D (the mist): merge the mist over the mesh and the plate. With a Blood Sim on Particles, the mist uses its camera, Time scale and Scene scale, and hides behind its collision surface.
Inputs
- Sourceoptional
Optional. A matte to emit from: with Emitter on Automatic or Source alpha, droplets are born on its alpha, placed through the reference camera at Source depth.
- Cameraoptional
Optional. Your shot camera (a classic perspective Camera): it places Source XY and the Source alpha at the Reference frame, and the mist is rendered through it. Use the same camera as the Blood Sim. Without one, the Blood Sim's camera is used, or else the built-in view.
- Particlesoptional
Optional. ANR Blood Sim 3D, live or reading its cache, connected directly. Its fast liquid sheds mist, and the mist takes its camera, clock and scene scale.
- Environmentoptional
Optional lat-long HDRI, used as the sky in the Skylight lighting modes.
Output. Premultiplied RGBA of the mist at the project format. Merge it over the plate, and over Blood Mesh 3D's liquid.
Quick start
- Select your ANR Blood Sim 3D and add ANR Blood Mist 3D. It connects to Particles, copies the Sim's Start frame, source placement, direction, floor and gravity, and connects the Sim's camera.
- Choose a Preset: Gunshot mist for an exit wound, Back-spatter puff for a short puff back towards the shooter, Fine drift for a fine, hanging aerosol.
- Set Quality to Preview and play the impact. Put the Blood Sim on Read cache for fast scrubbing.
- Adjust the amount with Impact amount (own nozzle) and Mist per fast particle (from the Blood Sim), and the look with Density, Haze amount and Mist colour.
- Set Quality back to Render and merge the mist over Blood Mesh 3D and the plate.
- To use it without a Blood Sim, place Source XY on the wound (or connect a matte to Source), set Start frame to the impact frame and aim with Direction X/Y/Z.
The panel
The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.
Bullet Time, the preset, start frame, seed, quality, time and scene scale, and the info line.
The mist's own emitter: placement, launch and amount.
Mist shed by fast liquid from the Blood Sim on Particles, and the collider holdout.
Droplet size and lifetime, air drag, gravity, wind, turbulence and the floor.
Mist colour and density, scattering, haze, motion blur and lighting.
No control matches.
All controls
Setup10 controls
Bullet Time, the preset, start frame, seed, quality, time and scene scale, and the info line.
- Bullet TimeCheckbox
bulletTime Freezes the mist at the Freeze at frame. The camera and the look keep following the timeline. Holding a frame costs no simulation time. Ticking it freezes at the current frame. Animate it off to let the mist go on. Freeze the Blood Sim on Particles at the same frame.
- Freeze atSlider
bulletFrame The frame Bullet Time holds. Before it the mist plays normally; from it on it stays still. Animatable.
Preset
- PresetMenu
preset Sets emission, droplets, physics, From Blood Sim and the mist's look; keeps placement, Start frame, seed, floor, gravity and lighting.
Timing & quality
- Start frameSlider
start Frame of the impact (match the Blood Sim's Start frame). Nothing is emitted before it.
- SeedSlider
seed Picks other droplets.
- QualityMenu
quality Preview: at most 640 px, a coarser haze grid and at most 2 blur segments per droplet. Render: full resolution.
Time and scene scale (with a Blood Sim on Particles: the Sim's)
- Time scaleSlider
timeScale Simulated seconds per frame = Time scale / frame rate, as Blood Sim's: 1 is real time, .25 is 4x slow motion, 2 twice as fast. Used without Particles; with ANR Blood Sim 3D on Particles the mist follows the Sim's Time scale.
- Scene scale (cm per unit)Slider
sceneScale Centimetres per world unit of your scene, as Blood Sim's: 10 is the presets' scale, 1 a centimetre scene, 100 metres. Speeds, Nozzle and Birth radius, Droplet size, Gravity, Wind, Turbulence, Haze size and the Speed threshold keep their values at the 10 cm reference and are converted for you; placement and the floor are in your scene's units. Used without Particles; with ANR Blood Sim 3D on Particles the mist follows the Sim's.
Info
- Refresh infoButton
refreshInfo Show the droplet counts, whether births were reused, and the render times of the last rendered frame.
- InfoStatus
info The info line filled by Refresh info: droplet counts from the emitter and from the Blood Sim, whether they were reused, the render time, and any time or scene scale in use.
Source16 controls
The mist's own emitter: placement, launch and amount.
Emitter
- EmitterMenu
emitter Automatic: the Source alpha when Source is connected, else the point nozzle. Off: mist only from Blood Sim.
- Source XYPosition
sourcePoint Nozzle position in the reference camera, as Blood Sim's Source XY. Source alpha emission ignores it.
- Source depthSlider
sourceDepth Depth behind the reference image plane, as in Blood Sim. Source XY stays aligned in the reference camera.
- Camera distanceSlider
cameraDistance With a Camera connected: the reference image plane's distance from it (Blood Sim's Camera distance).
- Reference frameSlider
referenceFrame With a Camera connected: the frame whose camera places Source XY and the Source alpha in world space.
Launch
- Direction XSlider
directionX World launch direction. The default is Blood Sim's Gun hit direction: sideways and towards the camera.
- Direction YSlider
directionY World launch direction.
- Direction ZSlider
directionZ World launch direction.
- Spray angleSlider
spread Cone half angle in degrees.
- SpeedSlider
speed Median launch speed, world units per second (40 = 4 m/s). Drag stops the droplets within a few centimetres.
- Speed variationSlider
speedVariation Log-normal spread of launch speeds: many slow droplets and a few very fast ones. 0 = all at Speed.
- Nozzle radiusSlider
radius Radius of the emitting disc, world units (.05 = 5 mm).
Amount
- Impact amountSlider
burst Droplets in the impact.
- Impact durationSlider
burstDuration Seconds over which the impact is emitted; most droplets leave in its first quarter.
- Flow rateSlider
rate Continuous droplets per second after Start frame (a wound that keeps misting). 0 = impact only.
- Flow durationSlider
rateDuration Seconds of continuous emission after Start frame.
From Blood Sim10 controls
Mist shed by fast liquid from the Blood Sim on Particles, and the collider holdout.
Spawning
- Mist from Blood SimCheckbox
fromLiquid With ANR Blood Sim 3D on the Particles input, fast liquid sheds mist along its path.
- Speed thresholdSlider
liquidThreshold Liquid slower than this (world units/s; 8 = 0.8 m/s) sheds no mist: pools, drips and slow streams stay clean.
- Mist per fast particleSlider
liquidRate Droplets per second each liquid particle sheds per unit/s it moves above the threshold.
- Spawn windowSlider
liquidWindow Only liquid within this many seconds after Start frame sheds mist: the impact, not the drops falling later. 0 = every frame.
- Max per frameSlider
liquidMax Most droplets one Blood Sim frame may shed; above it every particle sheds proportionally less.
Launch
- Inherit velocitySlider
liquidInherit Share of the liquid particle's velocity the mist leaves with.
- SpreadSlider
liquidSpread Cone half angle around the liquid's direction, degrees.
- Mist speed variationSlider
liquidSpeedVariation Log-normal spread of the inherited speed.
- Birth radiusSlider
liquidRadius Droplets are born this far around the liquid particle's path, world units.
Holdout
- Collider holdoutCheckbox
holdout Hide mist behind the Blood Sim's collision surface (the collider in its particle data).
Physics20 controls
Droplet size and lifetime, air drag, gravity, wind, turbulence and the floor.
Droplets
- Droplet sizeSlider
dropletSize Median droplet diameter, world units (.001 = 0.1 mm at 1 unit = 10 cm). Sets each droplet's cross-section; drag follows Drag.
- Size variationSlider
sizeVariation Log-normal spread of droplet diameters. Small droplets stop sooner and sink slower.
- LifetimeSlider
lifetime Seconds a droplet stays visible; it fades out over the last Fade out share of it.
- Lifetime variationSlider
lifeVariation Lifetime x (1 +- this), uniform.
- Fade outSlider
fadeOut Share of each droplet's life over which it fades out.
Air
- DragSlider
drag Air drag of a median droplet, 1/s: it loses 63% of its speed relative to the air in 1/Drag seconds and sinks at Gravity/Drag. 40 fits a 0.1 mm blood droplet (terminal speed 25 cm/s).
- Drag size exponentSlider
dragExponent Drag of each droplet = Drag x (median size / its size)^this. 2 is Stokes; 1.5 fits measured terminal speeds of 0.05-0.5 mm drops.
- Gravity XSlider
gravityX World acceleration, units/s^2 (Blood Sim's presets: -98.1 in Y).
- Gravity YSlider
gravityY World acceleration, units/s^2.
- Gravity ZSlider
gravityZ World acceleration, units/s^2.
- Wind XSlider
windX Air velocity the droplets drift with, units/s.
- Wind YSlider
windY Air velocity the droplets drift with, units/s.
- Wind ZSlider
windZ Air velocity the droplets drift with, units/s.
Turbulence
- TurbulenceSlider
turbulence RMS swirl displacement of a slowed droplet, world units. Fresh fast droplets fly straight; slowed ones drift and curl. 0 = off.
- Turbulence sizeSlider
turbulenceSize Swirl size, world units.
- Turbulence evolutionSlider
turbulenceEvolution Pattern changes per second.
- Turbulence seedSlider
turbulenceSeed Picks another swirl pattern.
Floor
- FloorCheckbox
floor Droplets stop on the floor and fade.
- Floor heightSlider
floorY Droplets reaching it stop and fade (Blood Sim's default floor).
- Floor fadeSlider
floorFade Seconds a landed droplet takes to fade out.
Look26 controls
Mist colour and density, scattering, haze, motion blur and lighting.
Mist
- Mist colourColour
mistColor Single-scattering albedo of the droplets: blood passes red and absorbs green and blue.
- BrightnessSlider
brightness Multiplies the light the mist scatters; opacity is unchanged.
- DensitySlider
density Multiplies every droplet's cross-section (1 = physical: pi r^2 per droplet). Opacity grows with it.
- Forward scatteringSlider
anisotropy Henyey-Greenstein g: how strongly droplets scatter light forwards. Backlit mist glows; front-lit mist stays dark red.
- SparkleSlider
sparkle Per-droplet brightness variation (fine speckle).
- Self shadowSlider
selfShadow How much the cloud shadows itself from the key light and the sky. 0 = off.
- Speckle sizeSlider
minFootprint Smallest droplet footprint, pixels (Gaussian sigma). Sub-pixel droplets keep their optical depth and give fine speckle.
Haze
- Haze amountSlider
haze Adds a soft haze where the droplets are dense (the unresolved finer aerosol): this x the droplet extinction, blurred over Haze size. 0 = droplets only.
- Haze sizeSlider
hazeSize Blur radius of the haze, world units.
Motion blur
- Motion blurCheckbox
motionBlur Streak droplets over the shutter.
- ShutterSlider
shutter Exposure in frames, centred on the frame (0.5 = 180 degrees). Droplets streak along their closed-form paths.
Light
- LightingMenu
lighting Skylight: the studio sky (or the Environment input) through the droplets' phase function, with the key softbox. Skylight + key: plus the directional key. Key only: the key light and Ambient fill.
- Sky intensitySlider
skyIntensity Scales the whole sky, the Environment input included.
- Sky rotationSlider
skyRotation Turns the sky, the Environment input and both softboxes about the world up axis, in degrees.
- Ambient fillSlider
ambient Flat fill light on the mist in every mode.
- Key lightSlider
key Directional key light intensity (Skylight + key and Key only).
- Light XSlider
lightX World direction towards the key light; with the studio sky also where the key softbox sits.
- Light YSlider
lightY World direction towards the key light; with the studio sky also where the key softbox sits.
- Light ZSlider
lightZ World direction towards the key light; with the studio sky also where the key softbox sits.
Studio sky (when no Environment is connected)
- Sky zenithColour
skyZenith Studio sky colour straight up (Blood Mesh 3D's). Used without an Environment.
- Sky horizonColour
skyHorizon Studio sky colour at the horizon. Used without an Environment.
- GroundColour
skyGround Studio colour below the horizon. Used without an Environment.
- SoftboxSlider
softbox Brightness of the studio sky's key softbox, in the Light direction. Mist in front of it glows (forward scattering).
- Softbox sizeSlider
softboxSize Angular radius of both softboxes, degrees.
- Rim softboxSlider
rimSoftbox Brightness of the studio sky's rim softbox (opposite the key, Rim height up).
- Rim heightSlider
rimHeight Height of the rim softbox above the horizon, degrees.
Tips
- Refresh info shows the droplet counts, whether the births were reused and the render time of the last frame.
- Backlit mist glows, front-lit mist stays dark red: place the key with Light X/Y/Z, or turn Sky rotation so the bright side of the sky is behind the mist.
- Spawn window limits the shedding to the impact. Raise it and falling drops mist as well, which rarely looks real.
- Drag sets how quickly droplets stop and how slowly they sink; small droplets stop sooner. Wind makes the cloud drift.
- Speckle size sets the finest grain of the mist in pixels, and Sparkle varies the droplets' brightness.
- Set Haze amount to 0 for droplets only, or raise it for a thicker cloud.
- For Bullet Time, freeze the Blood Sim on Particles at the same Freeze at frame as the mist.
Good to know
- Needs an NVIDIA GPU, Turing generation (RTX 20 series) or newer.
- With a Blood Sim on Particles, Time scale and Scene scale (cm per unit) follow the Sim's and are greyed out here.
- If the Blood Sim has a Camera and the mist's Camera input is empty, the mist's own emitter lands away from the wound and the node warns: connect the same camera, or set Emitter to Off.
- Connected by hand, the mist keeps its own Start frame, Floor height and gravity: match them to the Blood Sim. Its floor starts at -2.2, while a new Blood Sim's floor is at 0.
- Each frame reads the Blood Sim frames inside the spawn window. With a live Sim, an earlier frame makes it simulate again from its Start frame: use its Read cache.
- With Source alpha, a long continuous flow gets slower each frame, because every frame reads the matte from the Start frame on. Keep long Source alpha flows short, or render them to disk.
- Emission and droplet settings are read at the Start frame; Source XY, depth and direction follow their animation through the emission, and Physics and Look apply at every frame.
- A mist nobody is viewing frees its GPU memory by itself after about 10 minutes, or after a minute when the GPU is nearly full.
Something unclear or missing? Write to [email protected].