Behind the Scenes: More Fluid Simulations (Patreon)
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From the most recent pin-up pack, I practiced further with settings and techniques regarding fluid simulations. Particularly, what I want to work towards is getting a reliable setting that I can use in most images that doesn't take long to bake. I'm sure most of you are aware that rendering any image takes some time to fully complete. Well, when throwing in the time needed to simulate liquid, that amount of time can easily expand.
As well, when simulating the liquid, I'm also left with a pretty set animation of the liquid as well. Mostly this serves as a nice way to pick what I think would work the best, but given a full liquid animation, I would like to also have an option to render the full animation as well.
This was the main question I tried learning about and solving the past few days. It also brought up an old long term goal I set for myself as well, but I shouldn't get ahead of myself.
When working with clothing simualtions, it's not at all difficult to move the animated product from marvelous designer. This mostly has to do with the geometry of the article of clothing not changing as the character animates (you know, when the titties grow), but with liquid there's a different issue.
As the liquid is animated, it's geometry continually changes. This means I can't import the final animation, or atleast, I haven't found a solution to this yet.
This goes back to a very old goal that sooner or later I would probably meet. That I would eventually use other 3d software (such as blender) to use as my rendering source.
Blender is the tool that I currently use to get any liquid simulations done and I've been spending more time toying and learning with that software.
While I don't I will be primarily using blender anytime soon, it has gotten me to thinking more about moving in that direction, particularly because this would allow me to open myself up to new titillating techniques.
For now, here's a test I did of the liquid animation fully rendered within blender.
There's a myriad of different issues with this render, but I didn't bother going back to fix. Rather, I want to leave these things up to a future behind the scenes' post.