XaiJu
qualtroverse
qualtroverse

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(WIP) Office Mischief

Working on a very quick animation to test out some cloth physics stuff.
The background is still a work in progress, so it'll be a bit before the background is populated, and the current poses might not even be used.
I'm still playing around with the cloth sim software I'm using, but there's another I'm going to be testing soon that should provide better results and actually let me tear the cloth if I set it up right, something my current solution in this photo cannot do.
I'll be sharing more soon!

(WIP) Office Mischief (WIP) Office Mischief (WIP) Office Mischief (WIP) Office Mischief

Comments

There is! Marvelous Designer actually creates a stress and strain vertex color map that goes from 0 to 1 (represented as black to white as a texture) that updates every frame during the simulation, and that can be used as an input with keyframes to animate a change in the shader. Procedural stuff is fun and all, but manually animating it is generally faster unless you've already got a procedural process setup, but it removes a lot of actual intent that you get with animating. Shaders are basically canvases driven by math and textures. I highly recommend looking into shaders, they're a lot of fun to mess with!

Qualtro

I see that! Interesting! Though I just wish there was a way to tell the simulation "X point creates y texture with h time of growth and d de-gloss". Again, totally inexperienced in modeling, so couldn't even begin to guess how to do it.

Gundrium

I added what I was talking about in the latest test!

Qualtro

Anything is technically possible, if you're referring to vertex colors then yes I can absolutely do that but I'll have to animate it regardless, but there's many ways I can animate it, whether it's generative or manually done, but generally it's a mix of both. For Code Blue's blue spread, I used dynamic paint to create an image sequence that I used as a mask, did a little bit of work in After Effects to add the veins, and used that image sequence as a mask to turn the skin blue. If you're talking about leakage though, I would have to edit the fabric shader to use vertex colors (and manually paint the vertices white on a black canvas) where the breasts are, and use that as a mask to blend the color between white and blue are to simulate leakage (and I was already planning on doing that, I just haven't gotten to it yet haha) Knowing how to use and work with shaders is really important

Qualtro

I was just wondering if there was a way to have points on the model that would change local color and textures without you having to animate it, to stimulate her leaking. But if that's not possible, I'm not going to even ask you try to add to your workload.

Gundrium

Wdym by points? I can animate spread but it takes some time to make

Qualtro

Just out of curiosity, how hard is it to add color changing points? I'm asking because I'm unaware of the difficulty. If it's too difficult, obviously don't do it.

Gundrium

Ohh thats lookin lovley

Gundabad PUG


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