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  • mitch_slapper_bonus 2_final_subs_4222-5365.mp4
  • mitch_slapper_full_sound_subtitles_0100-5365.mp4

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This shot ended up being a more of a hassle than I thought it would be >_> After I got the dynamics of everything baked (Mitch's stuff, Nyro's stuff, Cerenthea's stuff, Paler'mo's stuff... lots of stuff needed testing/baking!) I moved on to the fluids. But the file is so heavy... and just the process of the fluid sim preparing itself to bake (like processing the obstacle and inflow objects and stuff) was taking forever. So I exported Nyro and Mitch's render meshes into alembics to sim the fluid in a different file. That's not really a problem since I export the final fluid bake as alembic anyway and it can be imported into the scene no problem. After having the fluid bakes done it was finally time to move on to rendering!

But then I was getting this stupid flickering sometimes on Mitch and Nyro (who both use light linking for this shot) so I spent awhile "debugging" the scene, rendering frames and seeing what was going on... The gif compression doesn't help with clarity here... but I think the weird flicker is still apparent (spoilers: ultimately turning the light tree off did fix this but there's more to it!)

I troubleshot a lot of stuff (got rid of lights one by one that were using light linking, got rid of light linking all together, made their rendering meshes local since I didn't know if them being linked libraries was causing it...) I read online that turning the "light tree" setting off might fix the flickering.

it's that check box, on by default and seems to not cause any problems in most cases so I've never turned it off

Tried turning it off, still had flickering... I also tried getting rid of light linking again and not using the light tree, still had the flickering. I looked at the light sources in the room, moved them around, maybe they were too close to a wall or something and it was screwing things up. But the flickering was still there...

Then I thought "maybe the hole in the room is the problem?" I didn't bother to close the hole at the end of the hallway. Maybe it was screwing up something with the light paths idk...

Still didn't work. However, I thought "maybe I'll keep light linking, have the wall hole filled and turn off the light tree." And that fixed the issue. Not really sure why it worked and I'm not sure if it's a bug with Cycles or not but I fixed the issue! Then I started rendering the full resolution renders, those were done yesterday and today I finished the rest of the sound and now it's done.

I've attached just the second bonus bit and the full animation with everything!

Thanks for the support and patience! Hopefully this segment adds something. I tried to make it arousing to look at... (like having Nyro squirt some pre as they think because they're so turned on, imo I think that kind of thing is pretty hot :x)

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Comments

Nickptwenty4

I’m excited to see more of Nyro 😁

Pulsar

Oh my god, I've been having a very similar problem! I'm wondering now if it's not actually the same problem. It looks almost identical in the renders. I thought it was due to motion blur (which I use on pretty much everything.) The general consensus in forums was that the object must be moving rapidly in a subframe but returns to its same position in the next frame which confuses the motion blur calculations. Turning off motion blur fixed the issues. And sometimes if I had a single problematic frame, changing when the motion blur was calculated for the frame would also fix it. Interestingly enough though, the first time I saw the issue was also the first time I tried using light linking in a scene. I'm really curious now if there's a connection because with what I was doing, there wasn't ever a point where things should've been moving erratically in subframes. (E.g. I wasn't doing a transform switch off a parented armature, which does sometimes trigger a glitch—but a different one and I know what that looks like). Anyway, it's interesting to see you posting about something so similar. I'm starting to think it is a bug in cycles, in either 4.1 or 4.2. I haven't tried a scene like this in 4.3 yet, but now that you've mentioned it, I might throw one together here soon to see what happens. Thanks for the info though. It's nice to know it's not just me. x)

0t4ku

Oh so this isn't Blender you use for your models or fluid sims. I was about to ask how you achieve that cause I've been using Blender lately. I feel like it is probably like a mesh that's stretched, and animated in a wavy form, then shaders are applied to make it appear like liquid, but this is a whole separate program so it's probably more to it than I imagine. I'll have to read about how you did problem/solution for this animation I'm confused on which download file is which though. Edit: Never mind, one is full anim including Nyro thinking, the other is just the end part. Who is that orange alien?

Ari Fox

Aahhh I need more of Mitch

Danni GSD

This is legit gold

Zyfer Kazumi

Pov you are laying underneath with swimming goggles :p

DutchFlowers

I’m glad you could fix the flickering lighting issues, cuz this animation and the WS Segments came out absolutely beautifully🥰it was really nice seeing Mitch in action with his new hair, I love the new look alot❤️also his little smiles of satisfaction at the end were so adorable^ ^

velocirection

Thanks! I think the new hair turned out quite nice too! And thanks for noticing the smile, that's what I wanted to convey with that!

velocirection

No problem! It might be a bug in cycles... but how has no one come across this since light linking was introduced and reported it as a bug? I'd probably submit a bug report if I could be weeeell I don't think I could share this so someone can try reproducing it (and I don't feel like trying to recreate it in a sfw scene :p) Though I never did try turning off motion blur, I never thought about that... I wonder if that would of worked.

velocirection

It is Blender! I use Blender for 90% of my animation stuff (I use the video sequencer to assemble the renders, add the sound effects, even the Star Erotics logo was animated and rendered in Blender) I use an add-on called FLIP Fluids for fluids though! The orange alien is Paler'Mo- he'll be seen again some time eventually, not sure when! He's the leading male in Cerenthea's mate group (it's basically a polycule with her and several other males of their species)