Creating Realistic Blood that Drips and Slides Over a Heart in Maya

Published on January 06, 2026 | Translated from Spanish
Maya simulation of a heart with liquid blood dripping and sliding over the surface, showing collisions and viscous flow

When Digital Blood Refuses to Clot

Creating blood that flows convincingly over a heart is one of those challenges that uniquely combines art and physics. Blood is not just any liquid: it has that characteristic viscosity that makes it adhere to surfaces while creating those very specific strands and droplets. In Maya, this magic happens primarily through nParticles configured as liquid, with a touch of nCloth for more complex surface interactions.

The heart, with its organic surface full of curves and textures, presents the perfect stage for blood to demonstrate its unique behavior. The key is to make the liquid recognize the heart's anatomy and react accordingly, creating that believable flow we are after.

Initial nParticle System Setup

The process begins by creating an nParticle with the Liquid type to simulate blood properties. A volumetric or surface Emitter placed at the top of the heart will generate the initial flow. The Rate and Speed parameters control how much blood is generated and with what force it begins its descent.

Viscosity becomes the star parameter here. Viscosity values between 0.8 and 1.2 replicate that thick consistency of real blood, preventing it from behaving like water or honey. Surface Tension adds that cohesion effect that keeps droplets together to a certain point.

Perfect digital blood is what makes the viewer feel uncomfortable

Collisions and Surface Adhesion

For the blood to interact correctly with the heart, the heart must become a Passive Collider. In the collision properties, adjusting the Collision Layer ensures nParticles detect the surface. The Stickiness parameter is crucial here: moderate values make the blood adhere slightly before continuing its descent, creating that characteristic sliding effect.

Complex surfaces like the heart may require adjustments to Collision Thickness to prevent particles from getting stuck in grooves and cavities. For finer control, Texture Maps can be used in the collision properties to vary adhesion in different areas of the heart.

Refining Flow Behavior

The nParticles Liquid Simulation offers advanced parameters to refine behavior. Incompressibility controls how the liquid maintains its volume, while Rest Density affects buoyancy. For blood, high incompressibility values with medium density create that heavy, coherent flow we are looking for.

External forces like Gravity and Turbulence add the falling motion and those organic variations in the flow. A light Drag Field can help slow down movement in specific areas, mimicking how blood pools in certain anatomical regions.

Materials and Rendering for Maximum Realism

The final visual appearance is achieved through specific materials for liquids. In Arnold, the Standard Surface with high Transmission and Subsurface Scattering recreates that transparency and depth characteristic of fresh blood. The color should be a dark but intense red, with subtle variations to avoid a flat