View Full Version : Bloodbath from "The Shining"

07-12-2005, 07:02 PM
Hi all,

Here is my latest work with Glu3D. This is the elevator bloodbath scene from "The Shining", which I love so much. http://www.3daliens.com/glu3D/forum2/Smileys/default/smiley.gif

Any comments and critics are welcome. Hope you like it.


THE VIDEO (2,6 Mb) (XVID - MP3) (http://www.3daliens.com/glu3D/images/movies/Glu3D_The_Shining.avi)

Don't forget 3Daliens set up a summer contest where you can win a Glu3D license. Check all the info here http://www.cgtalk.com/showthread.php?t=255497&highlight=glu3D

07-12-2005, 08:55 PM
Hey, thatīs great! Looks very realistic.

To nitpick, maybe there are a few spots too "glued" together, specially at the splashes at the middle left of the screen. Maybe, you should make them a little more split apart?

Anyway, excelent exercisehttp://cgtalk.com/images/smilies/thumbsup.gif

07-13-2005, 08:01 AM
Bloody good!

07-13-2005, 08:07 AM
Damn that's a lot of blood!!
good job

07-13-2005, 08:10 AM
It`s very amazing and impressiv!
You have done it in a very realistic way!

07-19-2005, 11:20 AM
Here is a little explanation on how the scene was done.

The room is covered with boxes tto use as collision objects and mattes in render:


For the main fluid stream a Glu3D particle source throws particles inside a box standing for the elevator hole, while 2 planes with glu3D Collision activated make the elevator doors.

the Glu3D source is attached to a Wind Space Warp that pushes the stream towards the room center. There is a Drag SW too to keep the fluid front compact and avoid particle leaks.

http://www.3daliens.com/glu3D/images/Bloodbath_02.jpg http://www.3daliens.com/glu3D/images/Bloodbath_03.jpg

After that part is done, there is a second simulation to create the strong splashes from the sides.

Some Glu3D particle sources go inside two rotating perforated spheres. The spheres move towards the camera and the particle sources (with animated emission rate) follow. This way the spurts and splashes are kinda chaotical but under control at the same time:


For the blood stains on the walls: the collision boxes have the glu3D Wetmaps setting activated. Once the simulation is done, this attribute creates a grayscale bitmap sequence were the fluid touches the objects with this setting activated. So in the end it is as easy as using that bitmap sequence as a mask between a Matte material and a "bloody red" one.

And that's all, after that you just have to compose both renders in your fav app (I did in Combustion).

Hope that helps people trying Glu3D and fluid effects.

Cheers from Spain!

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07-19-2005, 11:20 AM
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