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I saw this video on creating this Tentacle Ball in Houdini. https://vimeo.com/248824842

I am wondering what would be the most efficient way to create this in Blender. I am fairly new but trying to understand how to approach such a task. I have googlged for similar things in Blender on youtube but it didn't yield any good matches

I was thinking a few ideas, not attached to any.

  1. Modeling the Tentacle Ball from scratch then attaching Rigid body physics to it.

or

  1. Using Hair Particles with Ball

Again. I am not attached to any one idea, just looking for an efficient way to achieve this. Since most of the time, I pursue and research a method only to find a better and more efficient way to do it.

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2 Answers 2

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Here is an approach with the Hair Particle System:

example animation of 2 hairballs

I made it mainly because I wondered if you can render the animation in Eevee and how long it will take to render a short animation. The problem is that the emission requires a baked light probe and it's static, not dynamic.

The modelling is quite simple:

  • create a sphere. Remember its face count (as shown stastic text overlay and status bar). It's 386 in this example.
  • apply the Scale to the object with Ctrl+A in Object mode if you have scaled it. The settings in this example are for default cube size (not scaled).

Enough modeled. Now the hair settings:

  • add a Hair Particle System to the sphere object
  • adjust the Emission settings:
    • Emission > Number set this to the face count of your sphere object
    • ... > Hair Length and ... > Segments as you desire. Less segments makes the tentacles stiffer, more makes it more tentacle-ish. Try 1 m to 4 m and 5 to 10 segments.
    • set ... > Source > Emit From to Faces (default) and ... > ... > Particles/Face to 1
  • enable [X] Hair Dynamics. The ... > Structure > Stiffness value here also can be used to make the hair stiffer.
  • Cache: if you have more than one ball give the cache a unique name. Double-click or Ctrl+click the first nameless entry in the list
  • Render > Path > Steps: increase the number to 4 or 5
  • Viewport Display > Strand Steps: use the same number as for the Render above
  • Children: None if you want to have fat tentacles like the little ball on the screenshots -or- Simple if you like hairy ones like the big ball on the screenshots.
  • if you want hairy tentacles and used Simple then
    • try 20 for Children > Display Amount and ... > Render Amount and
    • a ... > Radius of 0.3 m (depends on the size of your sphere)
    • increase the the ... > Clumping > Clump value to something near 1 like 0.950
    • use ... > Clumping > Twist if you like (0.557, screenshot #3)
    • experiment with the Children > Roughness settings if you like the hair strands rough and a bit messed up
  • the Hair Shape section is important
    • set ... > Strand Shape to a negative value like -0.5 to have a thicker strand. It affects the thickness along the root to the tip.
    • set ... > Diamenter Scale to 0.3 for fat tentacles (no children) or `0.05' for hairy ones
  • last but not least, you can play around with the Gravity. Decrease it if the tentacles bend downwards to much (kinda like stiffness).

Render Settings

  • set Eevee > Hair > Hair Shape Type to Strip. This way you see in the viewport what you get when you use Cycles.
  • for fat tentacles set Cycles > Hair > Shape to 3D Curves

The shader is simple. It's the Hair Info node and a Color Ramp node. With two Math nodes you can rotate the color ramp for a pulsing effect. With the Hue Saturation Value node the colors can be changed, and you can mix them. A Noise texture for the Emission Strength gives an interesting effect.

shader

For the glowing I've used two Glare nodes (Ghosts, low, 2 it. & Streaks, high, 3 it.) in the Compositor. In Eevee it's a bit darker compared to Cycles. But it works, looks not that bad and is a lot faster (~15sec vs ~2min).

Cycles render: cycles render

Eevee render: eevee render The settings for the right ball were changed a bit. Both have a Point light in the middle now, and Material Settings > Settings > Shadow Mode is set to None. For the lights Custom Distance is activated and set to 3 m.

This is to fake the light in Eevee. It's ok as long as there are no noticable reflections in the environment.

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  • $\begingroup$ Spot on. This is great! I will try this method! Can there be two right answers? $\endgroup$
    – Arif
    Commented Oct 10, 2021 at 16:47
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Maybe try it with Cloth simulation? Soft Body seems much heavier to calculate.

I've weight painted the body (not the tentacles) in order to create a group to pin in the Cloth > Shape panel. In the same panel, set a high Quality Steps value. Play with the Stiffness parameters: low Compression value and high Bending value. Maybe tweak the Internal Springs parameters as well? Then animate with some keyframes.

enter image description here

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  • $\begingroup$ This is great. How were you able to model it so quickly? Did you select every other face and extrude? Sorry, newbie here. $\endgroup$
    – Arif
    Commented Oct 9, 2021 at 20:40
  • $\begingroup$ yes, I've created a cube, right click > subdivided it (then smoothed in the Operator box on the bottom left of your 3D view), inset the faces with double i, Alt E to extrude along faces, then extruded again, chosen Pivot Point > Individual Origins and scaled, etc $\endgroup$
    – moonboots
    Commented Oct 9, 2021 at 20:44
  • $\begingroup$ I got the model. I will play with the Cloth simulation to get it to animate correctly. Thanks! Case closed. $\endgroup$
    – Arif
    Commented Oct 9, 2021 at 21:09
  • $\begingroup$ @moonboots Nice tentacle ball! How would you UV unwrap it to texture it? $\endgroup$
    – Blunder
    Commented Oct 10, 2021 at 16:15
  • $\begingroup$ I guess it depends on what kind of texture I would put ;) If I texture paint, a simple Smart UV Project? $\endgroup$
    – moonboots
    Commented Oct 10, 2021 at 16:24

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