3d_fluid_sim anthro beak beak_fetish blue_body blue_fur bodily_fluids collar ...

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BJ heard there were glazings on offer and just had to get in on it.

More fluid testing! I had an idea for how to possibly make the fluids flow over a surface in a less boringly uniform fashion and wanted to mess with it. The main issue is that friction is set on a collider level, so either the body collider has high enough friction to keep the fluid from falling off and instead it all just sits there in one big blob, or it's low enough to allow it to slide off- in which case it all slides off in one big blob. Neither one is great.

In an attempt to get around this, I tried using two colliders. One is a low-friction collider that just matches the body, and the other is a high-friction version where using geonodes I occasionally pull random verts inward along the normals just to get them out of the way. This leaves the fluid briefly in contact with only the slippery version of the collider in that one small area, so that one area starts to move.

I do think it worked, but the friction on the low-friction copy of the collider may have been a bit too low because everything slides off a lot faster than I'd like. But if you look closely the fluids do slide off in a slightly more interesting pattern than just one giant glob, I think. At least, when the fluid isn't piled on too high... I overdo it a bit every time I make one of these and when you've got a ton of juice all piled in one spot you can't really expect it to not fall off as a big blob. Next thing I gotta work on is just reducing the amount I think...

But yeah, will definitely experiment with this again. Might be on to something.

You might be wondering why I don't just restart the sim if I don't like how it's going- the main reason is because fluid meshes are very dense and loading a ton of verts in for each frame takes a long time, as a result playback with an active fluid sim can drop down to 1-2fps. If I notice something going disastrously wrong early on I can stop and fix it, but more subtle problems are very hard to notice at such low playback rates. By the time I've got enough fluid sim in place to even do a test render of it, I really don't want to go back and restart the whole thing if there's an issue, so for these tests I just... don't. For a more serious animation I would, but these are just me fucking around with fluid simulation and testing stuff out. Plus I get to share my thoughts and developments this way so why not!

Plus you all seem to be enjoying them for some reason so, here you go, have another.

Rating
E
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2679
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Uploader
Ruaidri
File
jpg 455x256
Duration
30.042s

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