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  • dfsd_sound test_0227-0394.mp4
  • anim_fullres1_1738-1848.mp4

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I've been rendering this stuff in glorious 1920x1080. And also started adding in some sound here and there. I ended up focusing on getting a good sound scape for the internal parts because that's brand new for me. What I ended up doing to create a sort of "inside" ambience was I took some sounds from this oooold stock sound CD I downloaded from archive.org. 


Edit: here's the full CD if you want it, 100 thank yous to whoever ripped and uploaded this ancient CD.

https://archive.org/details/Sound_Effects_3


...slowed them down, put some filter/EQ stuff on them. Such as this:

https://drive.google.com/file/d/1142N_5jjw7TDGBe4HSI5fkN-auZoNidg/view?usp=sharing

Then after slowing down and some effects:

https://drive.google.com/file/d/1X1HrZ9c7q1XzbXQ514t11_c3tdwqczde/view?usp=sharing

Ends up sounding like underwater-y but in combination with some heart beat sounds I got from audio jungle sounds suitable "internal"

If you look at the tail you'll see some egregious de-noising artifacts... it's because of using a low-ish sample count and the sub surface scattering. It's like with multiscatter ggx it's just noisy in general but also I like the way that one looks the most. And usually it looks fine but in this case (where I had some strong rim lighting to help separate characters from the background) it ends up rather noisey and it would take a lot more samples than it's worth to clear it up.

I did attach the full-res frames so far of this scene! Still more to go. Also I think I might render another pass of just the fluids and try to lighten it up... all the material colors for the [c]u[m] are white but it ends up gray. Might be because of using less volume passes (but that also ends up extremely upping render times and my GPU does *not* like volumetrics for some reason).

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Wdw Wdw

That cum shower is hooooot