
ANR Liquid Blobs
Shoots out glossy liquid blobs that fly, fall and merge into one shaded surface, for gooey motion graphics, paint splashes and liquid backgrounds.
- Creative
- Comp & Depth pack
- 2 inputs
- 14 controls
Overview
Liquid Blobs launches blobs from an emitter point in all directions. Each one flies in an arc under Gravity, swells and shrinks over its Lifetime, then starts again. Where blobs come close they melt together into one smooth, shaded surface with a highlight, like thick liquid.
The stream runs by itself, with blobs already in flight on the first frame. Blobs are drawn over Source, or alone on transparency. They are stylised particles, not a fluid simulation: they do not collide with anything.
Inputs
- Sourceoptional
The image the blobs are drawn over. Leave it empty for blobs alone on transparency.
- Maskoptional
Limits where the blobs appear: where its alpha is black, Source shows unchanged.
Output. Shaded blobs over Source, or alone on transparency with their own alpha, covering the project format.
Quick start
- Add ANR Liquid Blobs. Connect a background to Source, or leave it empty.
- Set Emitter X and Emitter Y, as fractions of the frame:
0.5,0.5is the centre. - Set Speed for how far the blobs fly and Gravity for how fast they fall; a negative Gravity makes them rise.
- Set Blobs and Blob Radius for the amount of liquid, and Merge Threshold for how readily blobs join.
- Set Color and Highlight.
- Change Seed for a different stream.
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.
No control matches.
All controls
ANR Liquid Blobs14 controls
- BlobsSlider
count Particle count.
- Blob RadiusSlider
radius Average radius in project units.
- SpeedSlider
speed Particle launch speed.
- GravitySlider
gravity Downward acceleration.
- LifetimeSlider
life Seconds before a particle is re-emitted.
- Emitter XSlider
centerX Emitter position.
- Emitter YSlider
centerY Emitter position.
- Merge ThresholdSlider
threshold Lower values merge blobs across larger gaps.
Raising it makes the blobs thinner. Above about
2, a single blob disappears and only overlapping blobs show.- HighlightSlider
shine Surface highlight strength.
- ColorColour
color The liquid's base colour. The side away from the light is darker, and Highlight adds a white sheen.
- SeedSlider
seed Deterministic pattern seed, rounded down.
- Frames per SecondSlider
fps Playback timing; set to your project frame rate.
- Start FrameSlider
start Frame corresponding to time zero.
- MixSlider
mix Blend with unmodified Source; multiplied by optional Mask alpha.
Tips
- Low Speed and Gravity keep the blobs in a bubbling cluster around the emitter.
- Lower Merge Threshold for fatter blobs that join across larger gaps.
- To pass the blobs behind something in the plate, connect an inverted matte of that object to Mask.
- Speeds are per second: set Frames per Second to your project's frame rate.
Good to know
- The light always comes from the upper left; Color and Highlight are the only shading controls. Grade the result for other looks.
- Nothing is simulated or cached: each frame depends only on its own frame number and inputs, so scrubbing, render order and farm renders all give the same frames.
Something unclear or missing? Write to [email protected].