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Good news! I'm going to be rendering the frames of this (again) soon. I'm quite happy with the improvements, but the lighting I'd like to mess with more. I changed the HDRI to give it more warmth- looking at it again, I think the HDRI might be too strong, making things look a bit too flat (like the table's wood blends in too much with the other wood).

I like the way the objects are lit in the original version, it's got more depth to it... so I'm going to do some more work on the lighting to get the best of both worlds.


But besides messing with the lighting, I gave it some more embellishments. Such as this bowl jiggling, reacting the force of the fluid blast.

I didn't re-bake the simulation though, I used a lattice to deform it with the bowl.


I also improved some of the lip sync near the end (but it's not visible in the attached video because I did it after rendering that viewport preview)

Also, added more detail to the raptor's pp, so it has some nice veins!

The thing that was holding this up originally was the sound- I tried recording some good fluid splat sounds 3 times, each with different methods... one with some thick fluid made with cornstarch, one by squirting fluid from a small bottle into a big one, one with filling a bucket of water and dropping a wet cloth into it, but none ended up really giving the results I wanted.

So what I ended up doing was combining squishy fap sounds and various smacks of a d[i]ld[o] on my palm as the basis for the "splat" sounds. The more fluidy type sounds I pulled from previously recorded sounds (and those 3 recording sessions mentioned above).

The forest ambience is a few public domain recordings layered around and edited to remove some unwanted mic sounds.

I apologize for taking so long to get this one 100% done, but it's kind of a good thing, since it gave me an opportunity to improve this one visually as well!

I've attached the viewport animation with the sound, the final thing I'll have ready once the renders are done.

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