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3dmania — WIP: Slime drip Blender fluid sim for Vore Scene

#3d #blender #slime #vore #fluidsimulation #vorecommission #vorepredator
Published: 2016-09-08 21:02:25 +0000 UTC; Views: 8811; Favourites: 12; Downloads: 311
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Description I am a bit rusty when it comes to fluidsim in Blender, its been a while. Tons of settings to play around with.

Basically what I did was:
- prepare the scene in DAZ3d, then hide all objects which are not relevant for the slime drip.
- After that export the remaining meshes as a OBJ file and import into blender
- Make the 2 OBJ (Worm and girl) colidable
- Create an Inflow object in the mouth of the beast
- Create a Domain. A Domain handles most of the fluidsim parameters
- Click and change about 50 settings
- hit bake
- sleep
- choose a nice frame (out of 250)
- convert to quads, subdivide, smooth
- Export as OBJ and import just the drip into DAZ3d
- Apply shader
- Win

Its really not that hard, just takes a lot of trial and error to get it right. There will be a lot more slimy scenes in this series.
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Comments: 8

AOGRAI [2016-09-19 12:10:07 +0000 UTC]

Wow, u are good!

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ClassicalSalamander [2016-09-10 12:53:18 +0000 UTC]

Nice work! I've done a bit of Blender Fluid Sim lately myself, for similar purposes. I like to keep my 'viscosity' somewhere around the 'honey' preset, just like you have it here, a bit more or less as required, and of course setting the domain size to the real-word size of the scene is useful. You've got it nailed, I think. The real challenge I've found is the memory and time required for detailed sims.. this looks very good, and at 250 final it's gonna render overnight with probably 2 gigs ram for the sim and scene and overhead... but man, running a fluid sim at 512 final, even with a decent quad-core and 16GB ram... that's painful. And overnight gets me like 8 frames, if the colliders are even the least bit complex... which of course they are, if you're running the sim that detailed.

I'm loving your scene so far, I'll be watching to see what you do with it!

👍: 0 ⏩: 1

3dmania In reply to ClassicalSalamander [2016-09-10 14:43:02 +0000 UTC]

It really takes practice. The most important lesson I learned when using Fluidsim is that you need to keep your imported OBJ to a limit. Importing to much and defining it as an obstacle basically freezes your CPU.

I have found the best setting is about 250-350 detail with a standard UV Sphere is Inflow and subd on a setting of 2.0. Once the the scene is baked I transform the whole mesh into quads and use sculpt brushes to smooth out the mesh.

Its a lot of work, but when the result turns out great its really worth the effort. Perhaps one day I will make an expanded tutorial on youtube specifically for DAZ users

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ClassicalSalamander In reply to 3dmania [2016-09-11 07:50:28 +0000 UTC]

Yeah, too much collision makes it crash, too much resolution makes it crash... and then it crashes at random just because. But when it works, It looks so good!

256 to 400 is my usual limit for resolution, and I try to optimize my collision mesh and shrink the domain as small as I can get it.

I look forward to seeing more of your fluid sim work!

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randomname314 [2016-09-09 16:55:18 +0000 UTC]

So this is the big worm eh? Would love to see them sharing their meal!

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coolbazza [2016-09-08 22:25:11 +0000 UTC]

Looks impressive well done, it's dribbling on its lunch though

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3dmania In reply to coolbazza [2016-09-09 10:26:56 +0000 UTC]

it has to soften up its mean first

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coolbazza In reply to 3dmania [2016-09-10 05:01:57 +0000 UTC]

Lol true!!

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