Real Blood Effect/Particles

So my question is no more than a graphics question, I really had nobody to turn to other than the good old unity community, so my questions simple, how do i create the most realistic blood effects possible, what material do i use, what shader, what settings should the particle system be at?

This particle is obviously for when something is shot at, blood will spit out. Ive played with particles for hours and hours but Im not very good at them, unfortunately… Im accepting any thoughts/idea, thanks :slight_smile:

This is a very open ended question that you’re unlikely to get a good response to here.

Like any ‘realistic’ effect, the first thing you have to do is ask yourself “what’s important?” and “what’s my visual target?”. Even movies have to do this, since there’s a lot of difference between how an action movie will show blood vs a war movie.

Or more practically, have a look at how other games do it since they’re dealing with the same real time constraints you are - Gears of War and Ninja Gaiden II both put a lot of love into their gore for instance, while war shooters tend to take a more subdued effect.

You’re most likely going to be looking at a mixture of particles and decals. (decals if you want blood staining or dripping) Once you’ve settled on the look you want to achieve it’ll be a lot easier to figure out things like what shaders and textures you’ll need to use.

Yeah im trying to learn how decals work, its quite hard… I was trying to incorperate decals for example when blood hits the floor, a decal will appear on the ground, or when you shoot an enemy, a decal will show on the skin. I have a great demo that does all this, but the scripting its so advance and uses inheritance and is written in c#. Whats a good place to look into decal scripting?

I would think you may want to use that powerful SpriteManager class that’s been touted around here for a while.

Decals / Sprites can be treated pretty much the same, the Sprite manager will however allow you to have animated frames so for example you can reproduce the effect of the slow spread of blood staining say a white tee shirt from the underneath.

In fact if you can find some videos, of blood spattering or dripping, if you can capture those and tweak the frames for size and color, you may be able to develop a library of sprite based blood effects…

-Will

You might want to look at Ethan’s excellent blood splatter example for inspiration.

Yeah i saw it several times, its a great package, currently im working on decals and its REALLY nerve wrecking… I have the perfect algorithm to make blood splats on the ground with OnParticleCollision, but i dont know how to instintate a bloodsplat at the same place it collides, and how to ignore other collision (like the enemy), and the particles collide atleast 30 times in a split second…

http://forum.unity3d.com/viewtopic.php?t=54613

JP

Ahh dont get me started on that, ive been trying to make those decals work for the past 4 days, theres something really wrong with the blood splat decals because sometimes it will work on normal planes, sometimes it doenst work at all! I cant understand the scripting so i decided to just make my own scripts to do this behaviour…