To create a blobmesh from
a particle system:
Click Create
panel > Compound Objects > BlobMesh, and click
anywhere on the screen to create the initial metaball.
Go to the Modify
panel.
In the Blob Objects
group, click Add. Select the particle system. A metaball
appears at each particle in the system.
Turn off
the visibility of the originating particles here:
You will
see the particles in the viewport but not the render
... what you want in the end result is to only see the blobmesh,
not the particles it is based on.
Here you
can see how the size viscosity of the blobmesh is
based on the underlying particles
The size
setting here is ignored when using pflow.
the size setting that is in control is here, or wherever
the particles are
Lowering
the coarseness setting is where things start to look nicer
The settings
are a balance between the size in pflow and the
blobmesh evaluation coarseness, then, tension.
Right
click properties for the blobmesh object itself
to add object motion blur.
Tweak
the setting in render scene/ renderer tab ... 1.0 duration
here
is .1 duration
Last is
the need for some material.
It won’t
be water but something similar.
The IOR affects how shiny a material
appears; or, in the case of transparent materials such as water or glass,
the amount of distortion.











this ends up at the same final event as the "sticky" event":
