City Splooge Posters (Patreon)
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Enjoying myself in the big city, I decide to make it my own~ >:D
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Hello! I hope everyone has been safe and well during these times!
Initially this was just supposed to be a cum/liquid test which I'd scrap after, but I kept it in despite it being super crazy, maybe someone will like it!
I have big exciting stuff ahead! This is a milestone! This is the first time with the new system, that I have created a loop + connecting a non-loop animation. In this case, a fapping loop, with a climax at the end, connecting them into one animation! To top it off, this is also the first time ever where I simulated liquids that connected to a real animation in the scene and engine. The liquid interacts with the scene and flows around and through it! This simulation took like 12 hours to render. However, I am learning how to optimize the simulations to improve its effectiveness! I feel this is a great proof-of-concept moving forward!
This was supposed to be a birthday animation on May 29, but the project ended up being much bigger than expected!
I am upgrading the format for the new system I will base my animations and work with! This essentially means for you: easier access to animations, easier categories, easy to access folders, both public and exclusive Patreon stuff like posters, and formats for computer/widescreen and phones/mobile devices, and much more! For now, I will organize all my Patreon posts into categories, such as "Poster" or "Image" will show all the custom poster images. As well as "Video" or "4K" will show the posts that contain videos!
As a bonus to this new system, I have created every angle of every scene of both formats with smooth seamless loops! This means you can easily select any scene and any angle. Easily get right to the action on your phone or computer!
I understand that there are a good number of you out there who miss my older Flash animations with buttons that let you go to each angle. Since Flash is basically unsupported at this point, I am doing the next best thing, in higher quality! In this case, there are dedicated unique MP4 videos for each angle of each scene, with widescreen and phone support! 💖
Here is a folder for the public that contains GIF and 720p versions of every scene and angle, both widescreen and for phones, as well as the full animation that flows through everything!
Google Drive: https://drive.google.com/drive/folders/1TYqTe87FsJ7e11RpO7oiPwZ5Czfn4CQc?usp=sharing
Mega: https://mega.nz/folder/3kc3iQwT#q5KcwcY8iNGNFQgMtdoODQ
Thank you for your support! <3
I have exciting stuff to share with you all! If you're curious about graphics and engine technology stuff, please come right on through!
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Oh man, where do I start! I've been studying so much and learning so much with new technology! I always strive to make my animations look better for all of you. Essentially, this means better graphics. However, better graphics means better technological advancements! Which means me going to the drawing board, keeping up to date with Unreal Engine's talented engineers and wonderful community of artists, and reverse-engineer the tech for the better of our enjoyment!
Here is some of the tech I have studied and in the process of implementing for future animations, enhancing the quality! I feel the animation is more "full" when many small details are working together to make one!
For some reason, the Patreon Android app does not work with animated GIFs. If you view this post in your browser, everything works. :3
Screen Space Global Illumination
What this basically does is have light realistically bounce off objects of any colour, and illuminate the surrounding area. For example, in that scene, there is only one light. The rest of the scene was lit up by light bouncing off things. The biggest challenge with this, is that this tech is fairly new, and does not work with the destruction tech I currently used. I'm in the process of getting this Global Illumination tech work with destruction.
Moving clouds that cast shadows
This technology allows the shadows of overhead clouds affect everything below. This is great for macro scenes! I plan to use this technology in future animations when the scene allows it.
Planetary sizes for such macros
This was taken directly from a very talented Unreal Engine engineer and artist Sjoerd De Jong. He has been working on this very new tech that allows planetary stuff! Great for biiiiiiig macros! This stuff is very early in development. I have been studying this tech for awhile now, as I plan to implement this in the future! This is basically the foundation for Unreal Engine 5. This allows basically unlimited streaming of landscapes, as well as proper dynamic lighting with correct atmospheres where the sun is, with clouds, etc. Fun stuff!
You can check out his insight here! https://youtu.be/SeNM9zBPLCA
Virtual camera
This was made by another talented cinematographer and artist, Matt Workman. In this example, he showcases a "virtual camera" technology aspect. For example, you can use your phone or other real, physical things, like a Vive controller, and move them around in real life, to create a more realistic, dynamic scene! So an example would be, maybe the point of view of a micro running away from a destructive macro, with real movements and such!
You can check out Matt's video here! https://youtu.be/VlTTcpJJ6ZQ
Brand new animation system for smoother animations
I have been practicing on a completely new animation system from Source Filmmaker. This is using 3ds Max's CAT (Character Animation Toolkit) rigs, and animating with them! I'm only just scratching the surface with how advanced this system is. For example, this system allows me to layer additional animations on top of existing base animations! Source Filmmaker didn't really have any of that.
In essence, this will allow even more detailed and smoother animations. My goal is to have smooth animations like I did in Source Filmmaker, with this new system, combined with next-generation graphics technology!
Next generation real time fur physics
Epic recently released a brand new dynamic hair/fur technology! This allows for more realistic fur physics at runtime! I plan to look into it in the future, so we can have more realistic giant floof action!
Rock on!
Industry standard liquid simulation tools
This was the first time I really got deep into the simulation tech inside 3ds Max! This system in itself is a deep rabbit hole, with so many settings to tweak for a greater effect! The "City Splooge" animation took like 12 hours to simulate the cum. Not to mention setting up the scene to have the liquid flow through the city streets! Lots of exciting things to explore!
Ray Traced reflections
Ray traced reflections allow for 1:1 reflections from anything to building windows to liquids! Anything shiny will properly and accurately reflect the world around it, just like real life! This technology is also known as RTX.
I ran into a funny situation while I was experimenting with real reflections. I added the real reflections onto the cum itself, allowing it to reflect everything around it realistically. With all this cum, with all these reflections, I literally came so hard it crashed the engine! 😂
Realistic dirt on lens
I've learned how to add realistic dirt and smudges on a camera lens, reflecting light and such! This could add to the realism for example, say a giant paw comes down and stomps, causing huge dust storms, dirtying the lens!
Interior mapping
This fancy tech allows there to be rooms, that look 3D, but are actually flat, and take 0 extra polygons! I'm not sure how this works, but I take no credit! This is the result of very talented artists in the Unreal Engine community!
I would like to implement this technology for city scenes to have interiors behind the windows, allowing more detailed scenes!
This is a technique used in Marvel's Spider-man game!
I'm looking to implement this for macro scenes! <3
Big studios such as the one for Star-Wars: The Mandalorian are using Unreal Engine!
As real time graphics are getting better and better, more and more studios are wanting to harness the power! This means that even more technological advancements will be in the future! It's exciting!
Check out the article about Unreal Engine being used for The Mandalorian!
Thank you for reading! I am excited to continue improving my work for the joy of everyone in this wonderful furry community! I am excited to share my journey with you! 💖