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Description
On discord they have a better version, I didn't know about it.
check Smutbase's Discord> #blender > Cum Simulation and modelling thread
Garf's method with molecular addon looks way better and the particles hang together.
*Don't set physic type to fluid if you are using molecular addon
**Edit: just realized this technique can also be used for golden shower & squirting animation with a few changes.
Wetness Shader by CycloneRed
https://smutba.se/project/30483/
Inspired by Rigid3D's tutorial
https://twitter.com/rigid3d/status/1317901218203787267
*top preview was rendered in orthographic view, that is why we can't see where it's emitting from.
Metaball with particles system
Scene FPS:24 scene uses metric. 1 meter = 1 blender unit.
Pros:
- Uses particle system
- Way faster than FlipFluid & blender's Fluid and it gives decent results
- Takes a few minutes to bake
- No need to create a domain
- Near real life scale, particles size around 2mm.
- Not monster size cum
- Stick with colliders
- Easy to adjust
Cons:
- Uses particle system
- Not beginner friendly
- Not meant to cover the entire body of a character in fluid with the metaball that is included.
- Need to bake before rendering and the last frame doesnt get baked, you will need to add an additional frame in your timeline.
- Not a real fluid sim, so no liquid hang & string
- My Shader is not that great at a certain angle. (Use the one provided in Rigid3D's tutorial)
- Need to create multiple emitters & particle system for multiple shots and adjust the dynamic paint brush
- 2B's hair particles is not included, you get hairless monkey
- Doesn't work well with Crute's shaders
- can crash
- Dependency cycles with dynamic paint & particles & collider. (Must bake particles system first and then bake dynamic paint)
Guide:
- Copy the Mball and the emitter to your scene.
- Select your model and enable collision in the physic tab.
- Stickiness to at least 0.2 or greater
- Damping to 0.95 - 1, to prevent bounce.
- Friction: anything you want
Then follow CycloneRed's tutorial to set up the wetness shader.
Brush setting is on the emitter. Source: choose Particle system, then select the particle system.
Monkey has an edited version of CycloneRed's wetness shader. A simple edit that adds white fluid instead of just darkening.
Adjustable settings for the emitter:
- Emission: everything
- Velocity: Object Velocity Z, Randomize
- Physics: Mass, Viscosity & Buoyancy. Integration: Timestep & Subframes. Advanced: anything, but these settings don't affect much at this scale. Repulsion and stiff viscosity can cause unwanted effect if too high.
- Render: scale & randomness.
- Leave everything else untouched, unless you know what you are doing.
Adjustable setting for the Mball:
- Inflence threshold
- Scale(very tricky)
Tags
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Filename | Downloads | Created | Filesize | ||||||
Files | |||||||||
Metaball_cum.blend | 4370 | 2021-09-16 15:32:47 | 4.66 MB | ||||||
Metaball_Squirt_v1.01.blend | 2239 | 2021-11-02 09:45:25 | 3.28 MB | ||||||
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