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Let the sim run overnight for some more frames. I also wanted to see how it would look motion, with all the fancy stuff going on and you know? I think it looks pretty nice!

What's really interesting is how the fluid interacts with the body at some points, such as here where a string of it gets on the leg and remains there! And then, a thin, rope-like strand sticks to the taint area and then falls off after sticking to another glob of liquid.

So yeah, overall, I think this is a big break through in [ji]zz techniques (for me, anyway. The pros have had this figured out since forever ago). The big downside to it is I *think* that the strings need fluid to be stuck to to get this kind of look, so I had to make it so some fluid collects in the funnel (before it was just disappearing because you don't get to see inside the bucket.

So there ends up being a ton of fluid that needs to be calculated/displayed that isn't seen... not great for sim time, and I might run a sim later without this happening to really compare it.

But yeah I'm just really pleased with how this is turning out. Just *look at it* like gosh...

Computers I tell ya! They're magic. I've attached a video that starts out as the viewport render, but goes into the prettier renders some seconds in. But really all the good stuff is in these gifs.

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marenoodles

very very good :D I would love to find out how to replicate this sort of fluid sim in my own work. Any possibility for a .blend file showcasing this? If it helps, I'd happily pay for a new tier for that

velocirection

I can send you the .blend if you'd like! But for the animation to work, you might need the animation layers add-on (I think, it might work without it). For the sim, you'll need the FLIP fluids add-on https://blendermarket.com/products/animation-layers https://blendermarket.com/products/flipfluids If you don't already have FLIP, I wouldn't buy it just to look at a .blend. The current fluid sim in Blender has a lot of the same techniques the FLIP add-on has. The trick to this type of fluid is having a high res domain, surface tension and viscosity, which all requires a lot of sim time. Also, animating your fluids and the emitter object's velocity crucial- there's three different emitters that get turned on/off at various points when needed.

marenoodles

sure, I'd love if you sent me the .blend file! And yeah, I understand that it might not work if I don't have the right plugins. I've worked with the FLIP demo and I'm basically just trying to figure out whether to purchase the full version because I'm very much an amateur at simulating cReAm lol. Thank you!

Nanimon

I'm imagining what would happen if this your fluid sim techniques end being so efficient they get used professionally. ""Glorpin'" is an advanced technique in 3d fluid simulation. It allows for the simulation of viscous liquid such as.... custard. It was first developed by the artist Velocirection and used in um... well, you know..."