Hello, help with Blood material WIP

Hi i am doing a study of blood VFX, and I was wondering if anyone could help. I always add too much metallic or too little, is there a golden ratio between roughness, metlic and specular I can use

https://physicallybased.info/ This is one of our bibles as digital artists.
Set it to the right engine, the right colorspace, and lighting units, and search for Blood.

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That’s a great resource, saved!

In my experience the thing that really sells the look of blood is the sub surface scattering. Blood is very dark when it is thick, almost black. It only turns red when it is thin and the SSS brightens it up. You can usually fake it by baking it into the diffuse as a greyscale or you could render out a thickness map and set up the SSS properly in the material. Usually that’s a bit overkill though.

I would also add a smoothing filter on the mesh so its a little less noisy. For smaller scale liquids like blood, the surface tension tends to pull the liquid into a smoother shape. When the mesh is too noisy it makes it look like a much larger scale splash.

Keep it up!

Nice WIP!

One small trick that helped me a lot when working with blood materials in Unreal is compensating for eye adaptation in the material.

Sometimes the blood color can shift too much depending on whether the scene is very dark or very bright. Using the Eye Adaptation node to stabilize the perceived brightness can help keep the blood color more consistent across lighting conditions.

Not sure if that would help here, but it might be worth experimenting with.