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Blender fluids used in TV commercial


Promotion Studios have finished a new commercial which include some cool Blender fluids.

Matt Ebb writes:

We've just finished a recent TVC project that's now airing in the US for Striderite Slimers shoes. It involved a fair bit of fluid sim, which we did in Blender, along with all the animation and rendering.

We used Max for modelling, and Blender for fluid sim, animation and rendering.

Check it out here (includes video).


About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. Very Nice. The great thing about this spot is that it was done for a big-time brand. That means that next time someone says we should use maya or max for production because they're 'professional", i can show them this.

  2. @dyf: "We used Max for modelling, and Blender for fluid sim, animation and rendering.". That's what Matt Ebb wrote on Cgtalk.


  3. Great work guys, wonderful to see this finished, it looks fantastic!

    Maybe when Blender has its overhaul of modelling system we will see more modelling done in Blender also!

  4. TaoTeCheese: as far as the lighting setup on that last shot goes, it's an area light and hemi for the overall green key/fill light, with maybe 6 or 8 inverse square falloff omni lamps with soft shadows sprinkled around near the slime patches, to emit light from the slime on to the ground and shoes. An from there, the extra glowing on top of that was done in comp.

  5. Nice! Although they appear to have a reflection/shadow problem with the slime in the first scene. Some bits are dark, some bits aren't. Weird.

    But I like the fast paced editing and music. Also the lighting is awesome :)

  6. eightgr wrote:
    you can read more about this project here :

    "...and we rebuilt Blender to include a multi threaded version of the fluid engine at 64 bits to maximise our ram and CPU usage..."

    So... anybody know how long all of us non-programmers have to wait for multi-threaded fluids?

  7. It seems like a lot of people are doing it that way re the Max + Blender pairing. What is it about Max's modeling that makes it a better choice for modeling currently?

  8. Jose,

    I think it is not so much a matter of Max being better for modeling. IK think it is more of the matter of the modeler at the studio knows and used Max and the compositor guy uses blender lots.

  9. This is great work! I will be on the look out on the various Nickelodeon Channels for this. And most big-studio setups do have more than one program in use to help get things done. I use Wings3d and Blender 2.47.

  10. Great shot!

    Max excels at product/hard surface modeling, there's almost no beating it. As much as I love blender, I cant stay out of max for product modeling. That being said, blender kills any other app for character models!

  11. yeah, blender has the problem that if you have a smooth model and you subsurf it more, it shrinks. which is a problem for product models.

  12. The funny thing is that when I saw it for the first time, I thought that "man they should use Blender for that. Ah well, they probably used some really expensive software." Lo and behold they did use Blender. Good to hear!

  13. Why use max for modeling? I have used Max, Maya and Blender. Blender is by far the best modeler in the lot from my point of view. I found max too slow. Since they were using blender for everything else, just model in blender too.

  14. Looks nice.

    IMO, as much as this should be a "heads-up" to the max/maya/etc. crowd about Blender's capabilities, it should also be a heads-up to the Blender team that "pros need glows"!!!! Having to defer it to post-production is such a drag!

    BTW, advertising sucks. Do not watch. Do not buy.

  15. thanks for the kind comments!

    visitor, actually personally I much prefer doing glows in comp. It's easier to tweak, especially in this case - it's not a single glowing material, I actually took all the greens of a specific hue/shade out of the colour pass and glowed those together (across all materials and also image textures in the scene). This would have been a lot more complicated to achieve and tweak if it were a material setting. anyways :)

  16. This is great to see blender used for a big comercial. I think the animation does need more work. I dont think it looks "real" enough! Am I the only that thinks this??

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