SLIME in Blender in 25 Minutes! - Beginner Tutorial

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hey everyone it's steve here from soo-ji geek and today we're gonna be getting our hands a little bit dirty and simulating a massive amount of slime within blender so we're gonna have a real-time result that can be viewed just like this in blender 2.8 so you can see here if I hit play we have a massive amount of slime being poured over our scene burying our poor Suzanne monkey head and it's pretty fun so I'm gonna be using some unique fluid settings going through and changing some of blenders fluid simulation settings to really get this gooey icky sort of slime like look and then adding some materials and stuff to finish it off to really sell the effect it should be pretty easy it should only take about 20 minutes and will be something that even a beginner can follow along with so I hope you guys are excited to jump in and let's do it but before we start making a mess I'd like to thank Skillshare for sponsoring this video if you want to learn how to practically do anything out there from music production to game design to even running your own personal business you should definitely check out Skillshare and benefit from the thousands of courses to have taught by talented professionals oh and by the way they also have fun craft videos on how to create actual slime there's so many cool things that can be learned from skill shares website so when I tried today was two free months when you use the link in the description and don't wait is only the first 500 viewers get this offer so let's go ahead and get started I'm using blooded 2.8 beta but any version of what a 2.8 and on should work perfectly fine and let's just go ahead and get right into it so I'm going to use our default cube here and we're scaling up to about 5 so we have a nice sort of room to work in and I'm gonna hit tab and just grab this along these Z access to pull it straight up by hitting G and Z so it's sitting right along the cube if you hit ctrl it will snap right to it and now all I'm gonna do is go to our face select mode grab that top face by right-clicking on it and hit X and delete faces with that gone I'm going to also delete these two faces here so just selecting both of those holding shift and then going X and deleting those faces perfect we can grab these edges here by choosing the edge select then this one and this one and again holding shift and then doing a G and Z to grab along the set access we can pull it down to be the proper height you might also want to flip the normals if you get some weird shading issues that can just be done by hitting tab selecting everything and then we can just hit f3 and search for normals you'll see right away that we have flip normals right here you just want to use that as it will flip the normals in case you had some weird shading so now we need something to bury in slime so I'm just going to use this Suzanne monkey head as it's a kind of a cool unique shape and is quick to get going so I'm just me go shift a Animesh and then monkey head so go ahead and add that right there I'm gonna grab it along these zet axis by hitting G and Z just to kind of pull it up so it's sitting on our floor and then even hit R twice you can rotate it around the gimbal so you can get the nice rotation to have it kind of look like it's sitting right on the floor here I'm gonna scale it up a bit bigger and then grow again biking G and Z so it's sitting nicely on the floor and that should work perfectly fine for this simulation so next it's kind of cool to have more than just one object to bury and slam so what I did is I made a few basic tables to do this it's very simple we're just gonna put our cursor over here where we want that table to be go shift a I'm gonna add a mesh in a cube this cube it can just be scaled down a little bit and then scaled along these that axis by hitting s and Z will scale it down until it's nice and thin and then hit G and Z again so we can pull it up and now if I tap into edit mode we can add a few legs to this basic square table but I want to make it wider without making it taller so what I can do is I can go a scale Islands shift Zed and then it won't scale along this dead but it will scale scale it along the X and the y so S and shift C will allow me to scale it up a bit fatter and with that done all we need to do for some legs is we could just duplicate this table here by hitting shift D scale along the shift said except making it much smaller so we have a nice leg as you can see right there and now all I have to do is extrude this leg down or scale it down for that matter we can just grab that bottom face there by using the face select and grabbing it and hit G and Z and just pull it all the way down to the ground so something like that and we have a nice leg we should pull that top face down a little bit as well now I'm just gonna grab that leg by hovering over it with the face select on and hitting L so we grab that entire leg and you can see it's a little bit too long so I'm just gonna scale it along Lizette a bit and then grab it along the Zed and we have it about the right length now if I go top view and hit Z and then go over to wireframe I can see right to the mesh and see what that leg is placed and I can go ahead and move it into the corner and then just hit shift D and move it into every corner something simple like that and we have a basic table to pour some slime on so there you have it go back to hitting Z and solid you can see we have to say a simple table right there can be scaled down a little bit more now that we have one table you can simply duplicate it and put a few of them across your scene I'm just gonna rotate this a little bit along this edge so we have kind of sitting there nice and then I'm gonna go to top view and shift D it and pull it over to this side and we can rotate it again nicely over there you can see we have a few tables to pour some slime on I'll duplicate it one more time we'll put it behind him as we have room for more tables and let's start our fluid simulation so first off before you do a fluid simulation you need a domain it's basically a cube that everything will happen inside of so this is essentially just gonna contain all the fluids so all the simulation will happen with inside this cube so I'm just gonna go shift s cursor to world origin so it puts in the middle there and then shift a and add in a new cube we're gonna scale this cube up pretty large until it reaches about the edges of our a walls here so scale up to about the same size as that which would be a 5 on your keyboard if you want to just do it that ways and then scale it along the Z because we don't need to be quite so tall and then grab it along the Zed so it's kind of sitting on the floor there something like that maybe just a little bit larger than your interior is all you need and then if you hit 5 find a number pad and scroll in you can see the inside the cube you can see you have everything that will be in a simulation and that's exactly what you want let's set up some fluid some objects to emit fluid into our domain now so to do this we're just gonna scroll in here and I'm going to use another monkey head actually to emit the fluid so I'm going to put my cursor up here on the top of our cube go shift 8 and add in a monkey head we can scale this one down a bit smaller as it's just going to you be used to emit the fluid I'm just rotating around here like before so you can see what it looks like and now what I'm gonna do is over on our side settings here let me make a little bit more room I'm gonna scroll all the way down to the bottom where we have our physics settings so go ahead and choose physics right there and we're gonna choose fluid so choose fluid and then under the fluid type here you're going to want to choose inflow and this is basically going to be an object that continues to add fluid into the scene so basically that's all you have to do and you're gonna have fluid being poured into your domain now the one thing I do want to change while I'm here is if I give it a little bit of inflow of velocity it will cause more fluid to be added into the scene and it will kind of shoot that fluid out a little bit so right here I have these set access and I want to put negative two in here so it's mitting fluid downwards so you can see if I get G and Z that that's going down if you look at the numbers up in the top corner there and I want the fluid to be coming down so even a negative two okay now the next step is to make it so that these obstacles will collide with the fluid right now it would just fall right through our Susann head here we want it to fall on top of it so what we're going to do is we're going to select our Susann head there and over here we're going to choose fluid again but this time the type is going to be obstacle now there's one setting that we want to change and this will help it make it look like slime and that's gonna be choosing the slip amount we want this to be no slip basically if it's a slippery surface it's just like you'd imagine the fluid would fall off of it but because it's a slime we want it to stick to the obstacles so choosing no slip well half the flu would just kind of pile up on top of it and look much more like slime so I'm gonna go ahead and give this same settings to these tables just choosing fluid obstacle and then changing the slip type to no slip so now that we have our obstacles set up and our fluid emitting we have to change the fluid settings itself so I'm gonna grab our domain object here and zoom out of it now because we don't have to be inside there and I'm gonna choose fluid and this is where all of the fluid settings end up being it's in your domain settings so I'm gonna go type and choose domain and if I scroll down here you can see we have some resolution settings we have some time settings and we have some baking settings and stuff down here as well let's start off by leaving the resolution as it is because we don't need it to be high-res as we're kind of working out the settings and let's start off with the time settings here so the time settings here are in seconds and it's basically how long the simulation should be in your timeline so you can see here that we have 250 frames by default and we'll just leave that so right now we would want this to be approximately 10 seconds if you figure that we're running at 24 fps 10 seconds would be about 250 frames approximately so we'll set that to 10 and that'll give us a nice sort of realistic flow if you went for like slow-motion or something you could make this a smaller value but that's all we want for this is ten we want to be real real-time motion I guess you could say so we'll leave that as it is and we'll scroll down to our boundary our boundary settings we also want to be no-slip so go ahead and change that it's basically the same as the collision settings and then the other thing is the surface smoothing I found that I wanted to turn this off because if I wanted to add some smoothing I could do it later with a modifier so go ahead and turn that off to zero and now the main settings that we don't want to change to really affect the way the fluid looks and interacts with the scene it's gonna be in the world in the Vsauce 30 I'm sure I'm mispronouncing that but in these two settings we're gonna be able to kind of affect the way the fluid really looks now first off if you want to be able to change these settings right here it's currently using the settings from the scene and that's okay for the gravity and stuff but I want to be able to affect the size in meters here so what I'm going to do is I'm gonna go to our scene settings right here and then over here in the units I want to scroll down and under the unit system I want to change that to none if I change that to none when I go back into the fluid settings here you can see I can change this setting to what I want and this is basically the world size in meters so if you want to figure how large this room is I would say probably a few meters but I'm like the one little bit on the smaller side and just give it a world size of about 2 meters saying this is about a small 6 foot room or so that's gonna be from one end to the other you can make it bigger maybe I'll go 3 make it 9 feet and that'll just give us the the real world scale now you can also see that this has to be scaled up a little bit more as the monkey head up here is not completely inside of it we want everything that's fluid to be completely inside of our cube so I'm scaling it up a little bit more along the z-axis there so now the last setting here I can collapse that is going to be the fist or Shirdi whatever I'm not gonna not even gonna try and pronounce that again but in here you have your base and the exponent now I've run it out a few examples here of what the difference is between them but the mean setting that's gonna make it look less like fluid and more like slime is to be the exponent here now you can see in the slide that I have here the difference between them and you can see that when the exponent is that the six it splashes and looks a lot like water but if it's set down all the way to something like zero it looks very slimy like it all sticks together and will give you a much better better look for slime so I found that this setting works best at zero and the base kind of does the same thing but you can see there's a little bit less difference in the slides here between the values with the base so I just found going with something like a four gave it a nice look you can kind of think of the base as sort of like the thickness it'll be a bit of a thicker fluid if you make it larger and if it's smaller it's a little bit runny err I guess you could say so four is a pretty thickness like we want for our slime I guess so it's using about a four and it's gonna give you a pretty good pretty good slime simulation I would say so with all that said and done we're ready to start baking and seeing what this looks like so I'm gonna go up here to bake drop that down and we'll just start by hitting bake you'll have to have your project saved before you can bake so it makes you do that and then just start baking and you can see here that we have our basic simulation with slime pouring down and if you look at the simulation you can see that it's already behaving like slime or it's like piling up on top of each other instead of pouring out like water would and that's because of those settings that we change there so we have the simulation just looking like slime so there we have it we have the settings we want is looking pretty cool but before we go ahead and make this high-quality and stuff let's give it a little bit of a material so we can really see how it looks as slime so first off I'm gonna want our slime to be smooth so you want to hit f3 so you can search and then just search for smooth and you want to choose shade smooth this will kind of smooth out your simulation and make it look even more slimy I was looking pretty cool now let's give our slime a material so first off let's go ahead and click the rendered view here in evie and you can see we have a basic rendering here with this lamp controlling the only light in the scene we'll add a few more lamps in a moment but let's first set up the slime material so I'm gonna do is grab that slime right there go up into the corner here and split our window so we can open up a material editor so over here I'm gonna change our window from a viewport to the shader editor and if I hit end and close off our tab here you can see we don't have any shader added in yet but if I go over to our material settings right over here just go ahead and select that click new material and you can see that we have a principled shader added to our material here and if we change the color here of the base color to something like a nice slimy green you can see that the color changes right there there's a few things that we can do to make this look even more like slime that are really easy so the first one is gonna be to give it a little bit more shine so by taking the roughness down you can see you get a little bit more of a wet look along here and that looks cool and you can also add a little bit of the clear coat option in your principal shader here as that will add even more sharp reflections but kind of give it that slimy look so go ahead and give it about a point 3 on the clear coat and take the roughness down to about a point 3 as well so with that setup we have a sharper looking reflection now the last thing is to give it some subsurface scattering and then a little bit of bump to make it look really slimy so the subsurface scattering I'm going to choose right here we're gonna give it a little bit of a yellow or orange or green I should say yellow-green to give it a little bit of a variation from the base color and then if would you go to the subsurface radius here these are basically RGB values and this is going to convey what the light looks like when it penetrates right now it's mostly red so I'm gonna give it a bit more green right here point to would be the green value so go ahead and boost that up to about a 1.1 or so so we get more green in our slime there and then we can just choose the subsurface amount cranked it up here you'll see a change a little bit but not a whole bunch until we go up here to our render settings and we have to choose subsurface scattering right there that allows subsurface scattering to work with an Eevee and you can see that starts to look a lot slimy R again you can control the amount then right here whatever looks good somewhere around the middle I think about a point six looks pretty good and you get that cooler looking shading with the subsurface scattering while we're over here you can go ahead and enable screen space reflections as well is that will give you some of the reflections that you see here and make the scene look even prettier ambient occlusion can also be added in right there and then we'll wait to add anything else until later okay so now let's add that bump that I was talking about so to do this let's give ourselves even a little bit more room here I'm going to add just a basic texture so shift a texture I'm going to choose the noise texture drop it in right there and then I'm gonna drop it right in to a color ramp so we're gonna go ahead a converter color ramp by hitting shift a and adding that in and what's going to drop the color into the factor here and now the easiest way to view the changes that we're gonna be making to these nodes is to actually enable the node angular add-on so you can go to edit down to preferences and let me just bring this over here so you can see it let me go to add-ons right down here in the drop down and then just start searching for node and you'll see node Wrangler right there hit that checkbox to enable it and we're ready to go so with that enabled you can hold ctrl and shift and then left click on your node and you can see exactly what it's looking like through that node I can see here that I need to bring the black and white values up before I can let's see what that texture node is doing here I'm just bringing the black and white families up a bit so we have something like that and you can see that it's a very large texture I want it to be a lot smaller so I'm gonna give it a scale of about 20 you can see now we have that texture is kind of wrapped all around there looks pretty cool we're gonna give it a bit more detail so let me hit that to about a five on the detail and then the distortion is gonna be really what gives it that slimy effect so go ahead and crank the distortion all the way up to something like a six or seven we'll go about seven and that's gonna really give us sort of that slimy effect you can also play around the scale now to determine how large you want the slime to look but somewhere around a twenty to twenty-five works best and what I'm gonna do is I'm gonna go shift a and in a vector bump node and we'll connect this to control the height of that bump node so if I plug this now into the normal you can see serious loads here that we have that bump added to our slant and it looks pretty cool it's a bit too strong right now though so I'm going to take the strength down a bit right around eight point four is what looks best and you can see with that we're getting some cooler looking results and now what you can do to control the amount of it is to control how bright the white is and how bright the black is so by taking this down from a hundred percent white to be a little bit more black you can see that we get some more reflections in there and it's looking pretty cool so I'm just going to take this color down to be somewhere around the middle there and then I'm going to take the black and make it a little bit white and this is something you can kind of play around with to get the look you're going for on your slime but you can see we have that bump working now and we also have that slime kind of looking real slimy it's pretty cool we might make the second family just a little bit brighter and then you have a nice-looking slime material you can also use this to control the roughness on your node and it just gives you a little bit more control over there what the roughness looks like and that's looking pretty cool we might want to take the strength down even a little bit more on this bump here maybe down to about a point three but that's looking pretty great and if we add some more lights it will look really great you can also add the normal to the clear coat normal there as it will affect that then as well but that's looking pretty cool so let's go ahead and give our monkey head of material as well just jump over to our materials here go new and he can just have a basic sort of red material here something that looks kind of cool a little bit of a reddish orange brown and then let's go ahead and give our tables material as well just adding new material and changing the base color here to be something like a brown color so we're gonna go kind of a darker Brown there and this is material three so you can just go ahead and shift-click these two tables and then click this one last holding shift and then go control I'll make links materials and that'll make them all brown the last thing would be a material for our background here so we can give that just a nice sort of light blue material to work in this case and that looks pretty cool now all we have to do is add in a little bit more lighting so first off I can close this off now let's go ahead and break that down I'm gonna change our spot lamp here to be a Sun lamp so I'm going to go to our light settings here and change it to Sun and then I'm gonna take the energy down a bit I'm gonna go just around about 0.5 and you can rotate it to be whatever angle you're looking for and you can see that you have some kind of sharp harsh shadows now so what I'm gonna do is I'm just going to place my cursor back along the wall there and go shift a and a light in a point lights we can take the energy down on this a bit as well down to about a two or a one between two and one worked well and we're just going to add these lights around our scene I'm gonna duplicate it and pull one over here and you can see that as I add more lights you get more of those specular highlights showing up on your slam here and that just looks really cool to make it look even slimy R so I had one more light over here so the coolest thing you can do with the slime right now is affect how it's poured and to do that all we have to do is animate this Suzanne head up on top here which is affecting where the slime is coming from so I'm gonna jump to frame 1 along our timeline here and I'm going to choose the automatic keyframe assertion option right here meaning that whenever we move our object it will add a keyframe for that specific location so I hit top view right now I have our Suzanne head and I'm just gonna double tap R to rotate it a bit and we'll start back on this table and I'm just gonna jump about 50 frames ahead and grab the Suzanne head to be right across the the monkey head there so we'll go right over to there and then I'm gonna jump about 50 frames again and hit G and pull it right over to here and every time I do this you can see we have a new keyframe inserted in our timeline so I'm gonna jump about another 40 or 50 frames and we'll pull it over to this table and then jump again and we can pull it back to the front jump again about another 50 frame to sell pull it back to the back here and then one more time to the back and we'll pull it across the front so if I was to scrub through here now you can just see our Suzanne head is moving all around our our scene and this is gonna be great because it's going to be dropping slime everywhere the head goes now so all we have to do is jump back to frame 1 grab that domain object there I'm gonna go down to our fluid settings again in our physics tab here and I'm just gonna change the final resolution to be a bit higher I'm gonna go about a hundred and twenty as that will look nice and save our project real quick but ctrl s yeah we're gonna choose the render display and the viewport to both be final but change it to final you can see it gets higher quality because it's going to be showing the highest resolution baked and not just a preview of it and with that done we should be ready to go ahead and bake our whole simulation so we set the resolution to about 120 you can go higher you can go lower if you have a slow computer you don't want to take very long this should only take a minute or two at 120 and so I'm just gonna scroll down to bake and click bake okay it's not only took about a minute or so and you can see we're right here in our loading bar that the fluid simulation has just finished and if I jump to frame 1 here pick a cool camera view and hit play you can see we have our fluid just pouring all over our monkey head here and it looks very slimy so it's pretty cool and you have your large-scale slime simulation that's gonna do it guys you can see the strength might be a little bit too strong still on that bump map so you can take that down a little bit if it was looking too strong for your liking but there you have it that's how you make a slime simulation with blood a two point eight so I'm something else that you could do to add even a little bit extra to this animation if you wanted to is for example you could have this table animated to move while the slime it hits it so you can you jump back right here and right as the slime starts to hit it you would grab that table and then you could scrub along a little bit as it still I'm kind of falls on it and hit G and shift Z to pull it along the z axis and just kind of pull it out and then rotate it along with Zed a little bit as well and you can see now when we play the simulation back when that fluid hits it it kind of pushes it it just kind of adds to the scene a little bit so that's the way you could kind of have the fluid interact with the objects even more but doing a little bit of key framing so the last thing is like I mentioned earlier when we're baking our simulation if you want to kind of smooth this out even more you go to your modifiers add a modifier and choose this smooth modifier and this will give you just smoother results so you can kind of play around with the amount of smoothing you want if it was a little bit of a rough simulation this one doesn't actually look too bad but a little bit of smoothing you can hit repeat once or twice and then you don't want to go too far because you lose a little bit of detail but right around about a point seven with a repeat value of one or two or three I should say can kind of smooth out some of the sharper looking edges here and you can see with and without it here kind of just smooth that out and gives you a little bit better looking results so you can do that and then you can still play it back in real time smoothed out and this is just a way of having control of the smoothening later on so I hope you guys have some fun with this tutorial if you create a cool simulation go ahead and share it in the description or you can send it to me on Twitter or Instagram links in description and I'd like to thank Skillshare one more time for sponsoring this video if you guys want to get those two free months go ahead and use that link in the description that'll do it for me though guys I will see you in a future video so talk to you later ah
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Channel: CG Geek
Views: 47,673
Rating: undefined out of 5
Keywords: Slime, Simulation, Blender, tutorial, eevee, realtime, render, fluid, animate, animated, large, massive, slimy, mrbeast, free, beginner, learn how
Id: pTX1fQQKvuk
Channel Id: undefined
Length: 26min 37sec (1597 seconds)
Published: Sat Dec 15 2018
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