LIQUID!!!!!!!!!!!!!!!!: 14/8/26 WIP (Patreon)
Content
Feeling like Old Snake. Old, and a distaste for liquids.
Feeling old because I played fake golf on Wednesday and now I am very sore, and for some reason I developed a sore throat today.
Have a distaste for liquids because I messed around with some small things after baking the liquids for CWT, and for some reason 2/3 liquid sims completely disappeared. I had a bunch of weird issues with that project, but that was the most painful. I was aiming to have the alt for it done by this week, but the physics rendering has been taking so long I wasn't able to do anything other than the liquids. Of course, I was using that rendering time to do other things like model work, but liquids are proving extremely painful. I am aware of a fluid addon for blender that I assume is supposed to make the process better, but it's kind of expensive, so I don't know if I can bite the bullet on it.
I'm re-rendering the fluids now. One of them is already done and that section has been image rendered (rendered gif above). It doesn't look exactly how I wanted it, but I would need to do much more deliberate testing of liquids to improve it. The lighting is also a bit extreme, so I might re-render the lighting on it, but we'll see. I think I messed with this project too much, and there's been so many technical problems, I might just have to move on and use what I learned. I'm satisfied with the concept and most of the delivery, but there's a lot of small things that keep bothering me; I think I'm just too much of a perfectionist and I need to learn to move on.
Other than that, I did a lot of model work on Miku! I setup some cloth sim for jiggly areas on her body and used a hole rig on her holes so they are effectively rigged. Rigging the holes directly is kind of painful due to the geometry and whatnot, so I got a rig from Smutbase and attached it using surface deform and child constraints, and it looks good (on paper) (see other attached gif). I have to actually use it in a proper video to see if it pans out. I also tweaked the settings a bit on the clothes for the bone physics so hopefully they will work better; I also had a whole rant prepared about bone physics vs. cloth sims and I want to formalize it because I think it would be very helpful to anyone looking to choose between, and I want a straightforward choice between them for myself. I will likely have to test moving the insertion around a bit more to get a better idea about the limits, as the attached test is a bit limited, but shows good responsiveness, which was the problem I had with a purely cloth sim based method.
I also did a thing to try and automate the stomach bulge, but that appears to be much more difficult as cloth physics really do not work with many other methods. I am going to keep trying though as I foresee a very good cumflation effect on the horizon attached to that method. The cloth sim itself is very tame in the gif; it is active, but very light for some reason. This is another complaint I have in general about Blender physics, they are inconsistent; one day settings are too extreme, but the next they work ok. In the course of doing this model work, there was a very defined problem where physics objects with collision enabled couldn't be the target for a surface deform, then I went to bed, woke up and without changing anything those surface deforms are now bound. I have had no problem with it since then. I have no idea what happened.
Thanks for reading, I hope you got something out of this :3 Also, if there's anything y'all want to see in particular from the workflow/in the WIPs, feel free to give feedback.