Particle: fluid with metaball & Dynamic paint

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On discord they have a better version, I didn't know about it.

check Smutbase's Discord> #blender > Cum Simulation and modelling thread

Garf's method with molecular addon looks way better and the particles hang together.

*Don't set physic type to fluid if you are using molecular addon


**Edit: just realized this technique can also be used for golden shower & squirting animation with a few changes.


Wetness Shader by CycloneRed

https://smutba.se/project/30483/

Inspired by Rigid3D's tutorial

https://twitter.com/rigid3d/status/1317901218203787267

*top preview was rendered in orthographic view, that is why we can't see where it's emitting from.


Metaball with particles system

Scene FPS:24 scene uses metric. 1 meter = 1 blender unit.

Pros:

  • Uses particle system
  • Way faster than FlipFluid & blender's Fluid and it gives decent results
  • Takes a few minutes to bake
  • No need to create a domain
  • Near real life scale, particles size around 2mm.
  • Not monster size cum
  • Stick with colliders
  • Easy to adjust

Cons:

  • Uses particle system
  • Not beginner friendly
  • Not meant to cover the entire body of a character in fluid with the metaball that is included.
  • Need to bake before rendering and the last frame doesnt get baked, you will need to add an additional frame in your timeline.
  • Not a real fluid sim, so no liquid hang & string
  • My Shader is not that great at a certain angle. (Use the one provided in Rigid3D's tutorial)
  • Need to create multiple emitters & particle system for multiple shots and adjust the dynamic paint brush
  • 2B's hair particles is not included, you get hairless monkey
  • Doesn't work well with Crute's shaders
  • can crash
  • Dependency cycles with dynamic paint & particles & collider. (Must bake particles system first and then bake dynamic paint)

Guide:

  1. Copy the Mball and the emitter to your scene.
  2. Select your model and enable collision in the physic tab.
  3. Stickiness to at least 0.2 or greater
  4. Damping to 0.95 - 1, to prevent bounce.
  5. Friction: anything you want

Then follow CycloneRed's tutorial to set up the wetness shader.

Brush setting is on the emitter. Source: choose Particle system, then select the particle system.

Monkey has an edited version of CycloneRed's wetness shader. A simple edit that adds white fluid instead of just darkening.

Adjustable settings for the emitter:

  1. Emission: everything
  2. Velocity: Object Velocity Z, Randomize
  3. Physics: Mass, Viscosity & Buoyancy. Integration: Timestep & Subframes. Advanced: anything, but these settings don't affect much at this scale. Repulsion and stiff viscosity can cause unwanted effect if too high.
  4. Render: scale & randomness.
  5. Leave everything else untouched, unless you know what you are doing.

Adjustable setting for the Mball:

  1. Inflence threshold
  2. Scale(very tricky)

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Filename Downloads Created Filesize
Files
  Metaball_cum.blend   2236 2021-09-16 15:32:47 4.66 MB
  Metaball_Squirt_v1.01.blend   600 2021-11-02 09:45:25 3.28 MB
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Importing DAZ models into Blender
Using the Diffeomorphic DAZ Importer for Blender.

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