The particle Blob shape renders particles as 3D blobby objects that can blend together. You can use blobs to create particles that look like smooth, organic objects, or you can create goopy liquid stuff, like the wax blobs you see in lava lamps.
You can specify how much the particles flow into one another using a blending value. Softimage tries to keep the blob radius constant in accordance to the blending amount you specify, but as the value increases, the blobs start to thicken.
The particle size defines the solid center which is surrounded by a blending area. Density decreases with distance from the center until it reaches the edge.
To see the particles as blobs, you must create a render region because the blending is done at render time. In a viewport, particles with the blob shape are displayed as spheres.

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You can’t blend blobs between multiple point clouds because the BlobBlend attribute is set per point cloud. |
To render the particles as blobs
1. Create a particle emission—see Creating ICE Particle Emissions.
2. Open an Emit compound’s property editor and select Blob from the Shape list.
3. Click the Task > Particles tab in the preset manager on the left side of the ICE Tree.
4. Select the Blobs compound from the Blobs group, and drag it into the graph area.
5. Plug its Execute output into a port on the ICETree node.
6. Open the Blobs property editor and set the Blob Blend value. This controls how the particles are blended together using the BlobBlend attribute. The higher this value, the smoother the particles look, but the more render time it takes because more surface area is drawn.
Draw a render region around the particles to see the result.

Autodesk Softimage v.7.5