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Description

A thing I quickly quipped up today to test out the new fur shading I'm experimenting with. My biggest concern was whether or not I'd be able to add fluid wetting effects in a way that looks good, and while this isn't perfect and there's lots of room for refinement here, for a first test it's not too bad, I think it's going to work!

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  • Oh heeeck, Ru, this is good! New leggy gal, with Runolfur, AND with foreskin stuff too? Very much adding this to the faves, even if it's a small experiment!

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  • flapcats said:
    That is some top notch fluid! I gotta know what sorta technique you used to get those results!

    Thanks :D

    For the fluids I used the flip fluid addon for blender, add in a little viscosity and surface tension and you're good to go. For the "wetting" effect, just use dynamic paint. Nothing too fancy!

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  • ruaidri said:
    Thanks :D

    For the fluids I used the flip fluid addon for blender, add in a little viscosity and surface tension and you're good to go. For the "wetting" effect, just use dynamic paint. Nothing too fancy!

    Damn! Those are already the two things I use lol, but I aint ever got the fluids to look so smooth; perhaps surface tension is what Im missing.

    The baking times on FLIP always kill my ability to experiment :(

    Updated

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  • flapcats said:
    Well damn! Those are already the two things I use lol, but I aint ever got the fluids to look so smooth; perhaps surface tension is what Im missing.

    The baking times on FLIP always kill my ability to experiment :(

    Fluid simulation is a test of patience for sure. It helps to keep your domain object as small as possible, which will allow you to use lower resolutions, and keep your collision objects as simple as you can. If your fluids are only going to contact part of a character's body for example, it's worth it to make a duplicate of your character and cut out all the mesh that isn't going to be getting hit with fluids, and make -that- your collision object. The less stuff fluid can collide with the faster it'll bake. For complex objects, you can again duplicate them, and use a "decimate" modifier to make a much lower-poly version of the object. Again use that for collision. Basically get your collision objects down to as few polys as you can and it'll help a bit!

    But there's no way around it- it takes time. I've lost entire days to just baking out a few frames, fiddling with numbers and starting again. Over and over. Gotta be patient. :P

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  • ruaidri said:
    Fluid simulation is a test of patience for sure. It helps to keep your domain object as small as possible, which will allow you to use lower resolutions, and keep your collision objects as simple as you can. If your fluids are only going to contact part of a character's body for example, it's worth it to make a duplicate of your character and cut out all the mesh that isn't going to be getting hit with fluids, and make -that- your collision object. The less stuff fluid can collide with the faster it'll bake. For complex objects, you can again duplicate them, and use a "decimate" modifier to make a much lower-poly version of the object. Again use that for collision. Basically get your collision objects down to as few polys as you can and it'll help a bit!

    But there's no way around it- it takes time. I've lost entire days to just baking out a few frames, fiddling with numbers and starting again. Over and over. Gotta be patient. :P

    Ooo right, I saw an example of cut out collision meshes on a fluid test not too long ago, definitely keeping that in mind~

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  • I had literally just commented on the full-length work that was posted recently, when my ape-brain decided to check out if anything else was posted. Absolutely wonderful animation, really out here 3/3 on animations today. I’ll say that’s a pretty exceptional record, for a exceptional artist. Your out here doing the lords work.

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  • Said it before, i'll said it again, the artist is often their own worst critic. Knocking it out of the park as usual with even the small stuff to 'test' new ideas Ru.

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  • Overall: marvelous.
    Tiny criticisms:

    • Fur doesn't always look quite realistic; more sort of like an impressionist painting technique? I've been spoiled for fur effects by h0rs3.
    • The spooge is maybe a tiny bit on the thin side, but what bothers me more is its uniform opacity and pure white color. In all the vids I've seen, though, no one ever gets it looking completely real, as having a mixture of color and viscosity, and reading the above comments and others about it, I doubt anyone will be able to render it with perfect realism in CG. Maybe with a huge barnload of supercooled hardware. $$$$$$$$$

    On the other hand, you've done the best job here that I've ever seen of rendering how the jizzem behaves when it hits fur.

    Keep up the good work, and thanks!

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  • Dang that is hot! I love the way you animated her panting and the small twitches he does after he cums. Amazing work as always :3

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  • Ruaidri said:

    flapcats said:That is some top notch fluid! I gotta know what sorta technique you used to get those results!

    Thanks :DFor the fluids I used the flip fluid addon for blender, add in a little viscosity and surface tension and you're good to go. For the "wetting" effect, just use dynamic paint. Nothing too fancy!

    Does that just make fluids easer to work with in general? I took a very basic 3ds max class in highschool and. I can't use that anymore but want to fuck around with just wacky little expements in Blender

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  • This is the shit! Orange 🍊 foxy character best I've seen in long time! You unbelievable bastard! Keep this shit coming. The bright light white cum is simply awe inspiring!

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