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  • plunger sounds_0001-0306.mp4
  • thrust machine sounds.mp4
  • below view_1357-1590.mp4
  • squirt view.mp4

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So there was this part in the animation that looked okay when it wasn't rendered but I just don't look because it looks strange when rendered. It was a bell-shaped fluid inflow I wanted to look more explodey but couldn't nail it. And as I'm adding some sound, I see this part and think "eh... it's not good." and I don't want to have subpar fluid moment ruin this! I want it to be good quality through and through. The best I can deliver.

(Don't worry though, I'm not re-baking the entire sim, I'm going to bake around the fixed part and fade between renders with the old sim and the new sim so it won't be a 65 hour bake this time...)

I think last post or a couple posts ago I said "man I should stop trying to be a perfectionist about stuff." But damn it... I just had to do better, you know? Like it was just bothering me so much. Too much to not try to make it better.

So yeah, the above fluid is more like what I wanted originally! It took some more trial/error and more fluid objects but finally got something good. I'm doing one final test bake of the frames that the new sim will make up just to make sure everything is fine before doing a final bake with the full size fluid domain and resolution. 

To help out with this (and future fluid splatter/explosions) I made geometry node setup specifically for this kind of fluid inflow.

Here's some tests I did to see how it works. It's pretty effective to get the kind of splatter I'm looking for! Unfortunately this splat only contributes a bit to the new sim but in the future I'll be using this geometry nodes setup when a messy splat is needed.

My favorite is what I call the splat box


Also, I was working on this bit for the extended, more cinematic version of this animation. This was a huge pain to get right. I ended making a cage mesh for these shorts, rigging it so each vertex corresponds to a bone and parenting it to bones that correspond to the hips and the upper/lower legs of the raptor's rig. Then, manually animating the cage mesh bones to move the shorts like they're being pulled down.

The end result ends up looking pretty good I think! It's not perfect yet, there's some weird clipping still and a bit of odd popping but this is where I left off last night.

I've been wanting to do a shot like this for so long, where a big floppy bepis flops out and there's some nice pre-c*m rope that flies off with it, maybe some nice volumetric musk going on... like that junk is big, warm, sweaty and insanely fertile. This felt like a good opportunity to do that.


I've also been working a bit on sound stuff, I finally think I'm headed in a good direction for the thrusting machine's sounds. I've attached that below, basically I purchased a sound from audiojungle and made it looping then pitched the sound in fl studio. I made it so each note would correspond to a frame.

This was the sound I used:

https://audiojungle.net/item/motor-whir-20/32282392

Still want to add some more machine type sounds, like when the knot goes in, some sort of metal shake/thud sound or something. To give the machine more of a physical presence in the world. But the part where the machine pushes the knot in then pulls it out is taken care of.


And I wanted to have so really good POP sounds for when the knot is pulled out. Just out of curiosity to see what it would sound like, I took a plunger, pushed it on tile and pulled it. Such an obvious way to make a pop sound but I never thought about it for lewd sounds until now! While recording, I also put water on the tile and that helped the pop sound more like a wet, sucking pop. I've attached some of the sounds from that recording session in a video.

I have to say I'm feeling really good about this project, like before I felt like this was just another animation, something to try filling a gap between stuff. But now I feel a sense of optimism I haven't felt in awhile. Like I feel as though this can be something really special if I can get everything top-notch quality you know?

Some of these extra scenes I think will just... take this over the top. I did some camera scouting around the scene to find some additional good, hot shots and the view below the action looked great. So I rendered a draft, not-pretty version of it. That below view is going to be *hot* when rendered with cycles, some nice splats on the camera too, just imagine that...

Another shot I think would be good to have a bit of is like, a side view- some of this fluid sim looks quite good from the side so it'd be a shame to not show a side view of some kind. Just a few a couple seconds or so.


I also thought it'd be cool to have a shot specifically showing him squirting from that brutal beat down his prostate was getting from that knot (that's attached as well)

Now this bit I have to do some tweaking to get looking better from this view, maybe even re-simulating the squirt fluid. But I think this could be a hot perspective, like seeing all that c*m lube behind him, the machine still thrusting, the toy flopping around joyfully... Seems like a cool shot.


I'll be posting more soon- I still need to get a rough version of a couple more shots to have an animatic version of the parasaur solo toy thing with all the extra bits. I also did more sound stuff, still not quite there yet to show but it's getting there.

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Comments

RavenWorks

god, the techniques you keep inventing to make everything just right! it's genuinely so inspiring... omg, I'm glad the thing with the plunger worked -- I was worried you were gonna say that when you pulled, the tile came off, hahah

Colaperv

NAUGHTY CHILDREN GET PUT INTO THE SPLAT BOX

fava

awsome vid! cant wait for the rimjob video