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The Abomitaball Snowman

A glowing abomination straight from Chernobyl.

enter image description here

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

  1. Shape the static part of your snowman with a few metaballs
  2. Add a mesh emitter object roughly shaped like your snowman body (you. You can probablyoptionally make it from a copy of your metaball base and convert it to mesh) to use as emitter.
  3. Add a Simplesimple particle system with Newtonian Physics, pointing to an additional smaller sized Metaball object.
  4. Under Velocity turn off Normal and increase Object Z slightly. In
  5. In the Field Weights disable gravity so they "float up", then add a texture to it.

enter image description here

  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.
  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.

enter image description here

enter image description here

The Abomitaball Snowman

enter image description here

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

  1. Shape the static part of your snowman with a few metaballs
  2. Add a mesh emitter object roughly shaped like your snowman body (you can probably make a copy of your metaball base and convert it to mesh)
  3. Add a Simple particle system with Newtonian Physics, pointing to an additional smaller sized Metaball object.
  4. Under Velocity turn off Normal and increase Object Z slightly. In the Field Weights disable gravity so they "float up", then add a texture to it.

enter image description here

  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.

enter image description here

enter image description here

The Abomitaball Snowman

A glowing abomination straight from Chernobyl.

enter image description here

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

  1. Shape the static part of your snowman with a few metaballs
  2. Add a mesh emitter object roughly shaped like your snowman body. You can optionally make it from a copy of your metaball base and convert it to mesh to use as emitter.
  3. Add a simple particle system with Newtonian Physics, pointing to an additional smaller sized Metaball object.
  4. Under Velocity turn off Normal and increase Object Z slightly.
  5. In the Field Weights disable gravity so they "float up", then add a texture to it.

enter image description here

  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.

enter image description here

enter image description here

Add proper step by step explanation
Source Link

The Abomitaball Snowman

enter image description here

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

  1. Shape the static part of your snowman with a few metaballs
  2. Add a mesh emitter object roughly shaped like your snowman body (you can probably make a copy of your metaball base and convert it to mesh)
  3. Add a Simple particle system with Newtonian Physics, pointing to an additional smaller sized Metaball object.
  4. Under Velocity turn off Normal and increase Object Z slightly. In the Field Weights disable gravity so they "float up", then add a texture to it.

enter image description hereenter image description here

  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.

enter image description here

enter image description here

The Abomitaball Snowman

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

enter image description here

enter image description here

The Abomitaball Snowman

enter image description here

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

  1. Shape the static part of your snowman with a few metaballs
  2. Add a mesh emitter object roughly shaped like your snowman body (you can probably make a copy of your metaball base and convert it to mesh)
  3. Add a Simple particle system with Newtonian Physics, pointing to an additional smaller sized Metaball object.
  4. Under Velocity turn off Normal and increase Object Z slightly. In the Field Weights disable gravity so they "float up", then add a texture to it.

enter image description here

  1. Make the texture is Blend type, and turn off all influences except Size.
  2. Switch Mapping to Strand/Particle so it maps out "through time" rather than any spatial coordinate.
  3. Under the Color panel enable the Color Ramp and flip the default result direction so they shrink with age rather than grow.

enter image description here

enter image description here

Source Link

The Abomitaball Snowman

Made from a series of metaballs plus a particle system emitting metaballs from a hidden mesh

enter image description here

enter image description here