Liquify Staff Pick

  • May 17, 2013
  • Blender 2.6x
  • Render: Cycles
  • Creator: ianofshields
  • License: CC-BY
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A Fluid simulation using the word Liquify which falls and creates an inverted version of itself.

Material is a very slightly adapted version of ZetShandow's absorption m aterial from the Online Material Library.


  • sony007eat profile picture

    Thanks, this is the one I liked best from the post on BlenderNation.

    Written May 17, 2013
  • mmoore500 profile picture

    Interesting to see the "real world size" so small. I hadn't tried the settings like that before.

    Written May 17, 2013
  • BhaWin profile picture

    can you explain a little how you achieved it?

    Written May 18, 2013
  • ianofshields profile picture

    Hi aXel. I will post a walkthrough soon.

    In the meantime:

    1. There is a very simple mesh made with blender's own text generator which is the fluid source (appalling topology - but fit for purpose). The settings for the fluid are fairly standard (although the real domain world size is particularly small - which I have found increases stability) and can be seen in the blend file.

    2. The underline object is just an extruded "L" using the same font. this is an obstacle which animates through 90 degrees so it eventually underlines the fluid. This is an obstacle.

    3. Another instance of the text "Liquify" is extruded enough so that it completely intersects the fluid domain. This is also set as an obstacle. (it can be found on layer 2)

    4. Because some of the fluid leaks over the underline obstacle during the simulation, I have placed a rectangular object behind it (again, found on layer 2) which is set to be an outflow, catching any splashes which would spoil the look from the final camera angle.

    5. The quality of the final render is largely due to the work of whoever created the HDRI file used for the lighting and the original designer of the material nodes (ZetShandow).

    6. The camera focus and center of interest are separate null objects to approximate standard camera practices used in the real world. The focus null (assigned within the camera settings) should, I always feel, be separate from the actual center of interest of the camera)

    7. The camera itself follows a simple curve which ideally should have been randomized slightly to make the whole thing feel a little more real. (I did'nt do this on this occasion. It would look better with it!)

    hope this helps.


    Edited May 18, 2013
  • jatt223 profile picture

    Could you make a video of how you did this? that would be very helpful thanks again!

    Edited June 16, 2013
  • ianofshields profile picture

    Hi Jatt223,

    I'm making a video of the exact method used to do this at the moment. I've only ever made one tutorial before so it takes me ages! Hopefully it will be done in a week(ish!)



    Edited June 18, 2013
  • oldtimer profile picture

    Sincerely great!

    Written May 18, 2013
  • 1DInc profile picture

    That's so amasing! Thank you!

    Written June 01, 2013
  • richardfireone profile picture

    Fantastic, will give it a try sometime.

    Written November 10, 2013
  • elbrujodelatribu profile picture

    I have learnt a lot with this blend. Thanks!

    Written February 26, 2014
  • JDHaller profile picture

    Very cool... Thank you for sharing. I would love to see the tutorial if and when made. : )

    Written April 28, 2014
  • Fruitmaker profile picture

    Great Job, and thanks for the explanation already posted. But may I ask or suggest a video-tutorial... think I could learn quite a lot form it. Keep up the good work!

    Written September 03, 2014
  • kamalteve profile picture

    Good job...Amazing

    Written January 24, 2016
  • andyanos42 profile picture

    THANK YOU for sharing it

    Written October 18, 2016
  • SadistTomato profile picture

    This looks really good!

    Written February 18, 2017
  • salehjob profile picture

    wonderful work

    Written March 07, 2019