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  • Honoka Offers Her Tits 1.mp4
  • Honoka Offers Her Tits RT Low Rest.mp4
  • Honoka Offers Her Tits 2.mp4

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It's Sunday, and today I bring you a short animation with Honoka. It's a simple titfck loop, the kind of thing I can't help but think about when I look at her.

Contrary to the other paizuri animations I made in the past, here Honoka is passive while the guy is active. Usually I have the girl drive the motion by moving their own tits up and down, instead Honoka "offers" her tits so the guy can do the thrusting.

I haven't finished the longer animations yet so I decided to spend the day on something new instead of uploading an unfinished preview. As I mentioned in the last post I'm working on fluid simulation for better cmshots, or more precisely on a workflow to skip fluid sims as much as possible while getting realistic results without the massive amount of time fluid sims require to bake. I made that "dakimakura" scene with Marie for that specific purpose.

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HappyStorm

How long do fluid simulations take to render at the moment, and how much time will you save once you’ve figured out a workflow?

LeSandman

Delicious Milky titties

Kaiser Frey

How long it takes depends on the settings. For this kind of animation the most problematic setting is viscosity. Basically, there's the simulation resolution that determines how small the inflow source can be, and for a cmshot it needs to be a small stream otherwise it looks very excessive. But getting it to look small enough requires a very high resolution, which combined with viscosity can take days to render just a preview. It's that slow because it depends entirely on the CPU. By far the most infuriating setting is viscosity. Blender has a bug that makes the simulation explode after a few frames if viscosity is enabled and it interacts with a dynamic model like an animated character. So you effectively need to run the simulation over and over until you find a situation that avoids it, or at least doesn't explode too fast and you can use the part that didn't explode. That's why it was easy with Amy a few weeks ago. She didn't need to interact with the fluid. An ideal workflow must ignore fluid sim altogether because it's honestly not a good way to do it. That would make it as fast as animating the rest because it wouldn't be an actual simulation. It'd be like I animate hair, manually.