Blender Vore Thread: Resources, Assets, and Techniques

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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue May 17, 2022 9:25 pm

NP :)
I think just take it one bit at a time and enjoy it as much as you can.
Try to finish stuff too because that's motivating. Even if it's shit.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby JadeTheDeer » Thu May 19, 2022 1:09 pm

I made a detailed procedural stomach tutorial for blender, you can find it here: https://www.furaffinity.net/view/43410667/
Also includes example model.

Also, I made a telegram for 3D furry artists that focuses on vore and 18+ stuff if anyone wants to join: https://t.me/cgifurs
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Thu May 19, 2022 4:12 pm

foxygrandpa wrote:I made a detailed procedural stomach tutorial for blender, you can find it here: https://www.furaffinity.net/view/43410667/
Also includes example model.

Also, I made a telegram for 3D furry artists that focuses on vore and 18+ stuff if anyone wants to join: https://t.me/cgifurs


Great stuff! I'm absolutely gonna try this out. Thanks for sharing your tutorial. And feel free to share this thread on your Telegram too. Don't feel shy about posting stuff from there on here too. The more info, the better!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby ClassifiedPerson » Fri May 20, 2022 12:53 am

This seems like a great thread to come back to when I'm not tired, as this could potentially be helpful for making Sims vore animations and poses to go with the vore mod by bees123. Making regular animations or 3D art, this thread will absolutely be helpful ^^

Definitely coming back when I'm not intimidated by Blender and when it stops looking like a spaceship to me XD
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Fri May 20, 2022 11:08 am

foxygrandpa wrote:I made a detailed procedural stomach tutorial for blender, you can find it here: https://www.furaffinity.net/view/43410667/
Also includes example model.

Also, I made a telegram for 3D furry artists that focuses on vore and 18+ stuff if anyone wants to join: https://t.me/cgifurs


Awesome! :) thanks I will definitely be referencing that it looks great
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Tue May 31, 2022 7:42 am

fieldmousse wrote:I got a chance to play around with soft-body physics again. The results are much better if you have a self-supporting mesh or a mesh with vertices inside of it. Thanks for posting that tutorial video :)
That tutorial uses mesh deform cages but in some of my tests I've found these to be unreliable.
Mesh cages have to be bound to a specific set of vertices every time you change the underlying mesh. This is slow and unreliable.
Notably, I found that I couldn't bind a mesh deform cage to an inverted mesh (an esophagus). I don't know why as there are no errors when a bind fails.
I've found lattices to be far more flexible and reliable. Their shape is limited to a cubic grid so I don't think they will "jiggle" as well but I haven't experimented with that much.
Lattices can be moved around so that they affect different areas of the mesh which you will definitely want to do if you want to affect a larger area because the maximum resolution for a lattice is very small (less than 64x64x64). You won't be able to use a single lattice to cover a n entire mesh with high resolution.

I've put together a small (rather cursed) demo that uses lattices and soft-body physics to make a belly bump.
https://drive.google.com/file/d/1XnUSfW ... sp=sharing
My steps were as follows:
- Create the lattice and set the resolution to be reasonable in Object Data Properties
- Mark the walls of the lattice that shouldn't be affected by the physics and save them in a vertex group named "boundaries"
- Mark the front of the lattice and save in the vertex group named "lattice". In the same panel set this vertex group so that only these vertices will deform the creature's belly.
- Add a lattice modifier to the creature, add a soft-body physics modifier to the lattice, and create a sphere that has a collision physics modifier.
- I didn't invest too much time configuring the soft-body physics parameters (I left the default parameters on the sphere) they can definitely be improved with more time invested, but the ones I changed on the lattice produce reasonable results: Set the goal vertex group to "boundaries" and change the default strength to 1.0 this will ensure that those parts of the lattice don't move at all (I think the file is set to 0.7, but the blender docs say that this value is multiplied by the vertex group so it should be 1). Next, I set the pull/push properties in the edges section of the lattice's soft-body property panel to be very low (but not zero) and I set the dampening factor to be high.
Gravity needs to be disabled in the field weights tab.
You can also enable "self-collision".
- This is enough to get a belly bulge in the creature after animating the sphere a little.
- I didn't think the bulge was noticeable enough so I wanted to see if I could isolate the bulge in the shader editor. This was done with a geometry node as well so I'm not sure what blender version is needed for it to work, I'm using 3.3. Basically, it just colours the belly red as it bulges out. I'd imagine you can make the skin lighter where the bulge is or something to give it the look that it's "stretching"

I think that's everything, I'm pleased with these early results and will be experimenting with it some more. I might make a Blender addon too so that this process can be automated.


These tips are fantastic!! I had already somewhat been messing with this, but y'all posts here made it that much easier.

I was able to come up with something on a rigged 3D model. I'm using the T-Rex model from Tyranno. This is really just an expansion on their proof-of-concept:

Image

I created a vertex group on the model itself called belly, and smoothed out the weights along the edge of the area, and set that as the vertex group to use for the lattice modifier. There's just a sphere behind him that animates and moves around a little to get that effect. It's not quite what I want, but it's given me a good enough place to start. I'm going to try and see if there's a way to allow some of the sphere/other model to pass through the lattice without affecting it, and only bulge out certain parts. If that works, then I can use this lattice system with the soft body physics for the entire rig, which would make animating stuff like this far, far easier!!

I also wanted to add this for anyone who would like to check it out. It's a script for Blender 2.83 called SACS that does something similar to what we're doing here. Seems it's only really for specific types of vore (Same-size and beyond wouldn't really work unless you put in a lot of extra steps with getting the belly just right) and ya know, fun stuff, but it works very welly for what it's intended for: https://github.com/Cardboy0/Cardboy0s-SACS
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue May 31, 2022 1:48 pm

Glad you found it helpful :)
I'll definitely check out this script you posted. The built-in soft body physics in Blender can be a real pain to use...
Like stuff only works if it's the correct scale and you can't move soft body things around without that affecting the physics simulation.
I ended up cobbling together a script that will convert the soft-body physics cache to a PC2 cache and then creating a new lattice with the "mesh cache" modifier pointed to this file
This allows you to save and use soft-body physics simulation data without any of the drawbacks of not being able to scale or move the lattice

Here's the script if you're interested
https://gist.github.com/fm7521/572aa51d ... fc18358a56

It actually seems like we did something very similar XD tho I think you put more work into your script.
Do you have a .blend file that uses your script that I could play around with?

I also intend to look at SoftWrap at some time, which is an addon that brings it's own, highly performant, soft-body physics engine.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Tue May 31, 2022 2:10 pm

Oh! That's not my script at all, just something I had found haha. I don't know jack crap about scripting in python ^^;

However, let me take a look with yours and see what it can do, it sounds wonderful! Thanks!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue May 31, 2022 2:36 pm

Oh, I see. ya I probably know more about Python than I do Blender :P

Here's a sample file that loads baked.pc2 for the mech cache
https://drive.google.com/file/d/1oi-Ze7 ... sp=sharing
That file also generated the physics I used to make the .pc2 file

And here's the PC2 file
https://drive.google.com/file/d/1M8Vi1_ ... sp=sharing

idk Blender doesn't support packing PC2 files into the .blend but it just doesn't :P

One oversight in the script is that you will have to rename the folder blendcache_you_blend_file_name to blendcache_library
My file was named library.blend and it's hardcoded for now

I'm going to keep playing with this pipeline in the future and if it's useful enough (or useful to you) I'll bundle it into a nice addon so that you don't have to do all these dumb steps lol
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Gutlover » Wed Jun 01, 2022 9:38 pm

Has anyone tried working with cloth physics to get bulges?

I was inspired by this https://twitter.com/buttblenderer/statu ... 1869948928 and was thinking about experimenting with something similar. The only thing is I don't know much about weight mapping though.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Thu Jun 02, 2022 12:12 pm

Can't view link without a twitter account :/ seems that mine was suspended for inactivity lol

Made a new account and it looks pretty good :) Though the belly almost looks like water it's so jiggly.
I think in general cloth is a bit better than soft-body physics in Blender. It's more stable and more performant. It still has the same problem of there being too many parameters to tune and it taking hours to get something reasonable looking.

I almost thing it would be worth it to export the physics data and then code an additional pass that removes all that extra fine jiggle because the dampening settings in Blender don't seem to do anything.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Fri Jun 03, 2022 1:59 pm

I found this addon today for fluid simulation
https://flipfluids.com/
It seems like it does all the same things as Blender's built-in one but it's faster and a lot easier to use.
I'm going to experiment with some drool simulation or stomach acid.
While it is paid, if you build the plugin from source (instructions here https://github.com/rlguy/Blender-FLIP-Fluids) the addon will not have the watermark that is in the demo version :)
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Tue Jun 14, 2022 7:38 pm

fieldmousse wrote:I found this addon today for fluid simulation
https://flipfluids.com/
It seems like it does all the same things as Blender's built-in one but it's faster and a lot easier to use.
I'm going to experiment with some drool simulation or stomach acid.
While it is paid, if you build the plugin from source (instructions here https://github.com/rlguy/Blender-FLIP-Fluids) the addon will not have the watermark that is in the demo version :)


FLIPfluids are wonderful! I've been testing out this system of lattices and softbodies, but there's a fundamental issue I'm running into.

While It works wonderfully for sequences that have prey already inside, it falls apart for the parts that come before, if ya know what I mean. The object hits the top of the lattice and that creates this interesting effect of the belly being pushed down, but that looks kinda weird and then the rest of the object has to pile on in there and it just does some seriously freaky stuff to the lattice, and bogs my system down to a crawl. I'm gonna poke around and see if there's another way to really get this going cause I think we're close, but just missing that last little thing that's gonna make it all work together :D
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue Jun 14, 2022 9:56 pm

Borfin wrote:
fieldmousse wrote:I found this addon today for fluid simulation
https://flipfluids.com/
It seems like it does all the same things as Blender's built-in one but it's faster and a lot easier to use.
I'm going to experiment with some drool simulation or stomach acid.
While it is paid, if you build the plugin from source (instructions here https://github.com/rlguy/Blender-FLIP-Fluids) the addon will not have the watermark that is in the demo version :)


FLIPfluids are wonderful! I've been testing out this system of lattices and softbodies, but there's a fundamental issue I'm running into.

While It works wonderfully for sequences that have prey already inside, it falls apart for the parts that come before, if ya know what I mean. The object hits the top of the lattice and that creates this interesting effect of the belly being pushed down, but that looks kinda weird and then the rest of the object has to pile on in there and it just does some seriously freaky stuff to the lattice, and bogs my system down to a crawl. I'm gonna poke around and see if there's another way to really get this going cause I think we're close, but just missing that last little thing that's gonna make it all work together :D


Oh, yeah I know exactly what you mean :) I'm not 100% sure how the lattice transformation is performed but I have a mental model that seems to work:
- If a vertex on the transformed mesh is inside the lattice, it looks at the surrounding 6 points on the lattice to compute how it should be transformed
- If the vertex is not inside the lattice then it picks some random point on the very edge of the lattice.


TL;DR is if you don't modify the vertices inside that lattice that are "on a wall of a lattice", that is, they have fewer than 6 edges connected to them, then you won't have any issues.
Sometimes it's difficult to modify the lattice without modifying the edge points, so you can also tell all lattice modifiers to ignore edge points by creating a vertex group inside the lattice that excludes the edge points in the lattice and then use this vertex group in the lattice settings under "lattice"

Here's a WIP gulp I made just by modifying a lattice once and then moving the entire lattice object along the cow's neck
https://gfycat.com/forthrighthonorablediscus
Last edited by fieldmousse on Tue Jun 14, 2022 10:06 pm, edited 1 time in total.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue Jun 14, 2022 10:05 pm

and here's a short screen-recording (hopefully) showing how the lattice is set up
https://www.youtube.com/watch?v=sMg1k-RqKAM
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Wed Jun 15, 2022 10:19 am

fieldmousse wrote:and here's a short screen-recording (hopefully) showing how the lattice is set up
https://www.youtube.com/watch?v=sMg1k-RqKAM


That's pretty sweet!! I'm sorry though, I'm a little lost in how it's working exactly though. Is the lattice still using a physics system? From the little video it looks like it's not really doing much and is instead static using a pre-defined shape. At that point it'd probably be easier to use a cast modifier :P

I'm curious if maybe a lattice isn't quite the way to go for what I'm trying to do. I'm playing around with another idea, that I think should work but I'm unsure of all the steps to actually create some of it.

See, my goal is to implement this kind of thing onto moving, animated characters. This can impose a lot of issues, especially when it comes to incorporating physics systems onto them. Soft-body seems to be the way to go, but cloth is an option just not ideal, and the lattices here seem to be getting close, but I'm wondering if maybe we're going a few levels too deep to achieve something that could be a lot more simple. Your idea earlier with your mesh deformers gave me an idea though! I'm thinking that we can copy/paste the character model, get rid of the armature modifier and any shape keys, and use a shrinkwrap modifier on it. Modify the shrinkwrap to be offset from the body by a tiny bit, then decimate it to a much lower resolution. This gives a cage that we can then attach a mesh modifier to, and point it at the actual character model with the armature. Then we'd want to setup the physics on the mesh deformer cage instead of the high-poly character, and have it set up to react to any colliders and have the settings we want.

Though, that may just be a complicated way for me to be back at square one haha. However, it might also open the door for faster troubleshooting, as the mesh cage has a much lower polycount and can compute the physics much faster than the character model. Or...maybe it should be a combination of this and lattices?

Unfortunately this is kind of the point where my knowledge of physics systems and Blender gets very thin, but I wanna keep trying! I'm curious to what you all think.

There was one other thing I was looking into. Geometry Nodes in Blender can be incredibly powerful, and I've used them myself for scenes where I needed millions of bits of grass, but didn't want to use particles as they engulf memory when rendering. So, I found a way to instead distribute points across an object with geometry nodes, and set those points up to use another group of nodes that defined the grass mesh, and plugged those in to another operation to change the density and scale randomly. I was trying to think if maybe there was a way to use this to distribute bones across an object, and on each of those bones, have a limit distance modifier set to the prey object. In theory this would animate the bones on each point and push them away from the target object, but so far I don't think that's a thing geometry nodes can do. HOWEVER, Blender's team is working on implementing Simulation Solvers to Geometry Nodes that allow the two to interact with one another in some really cool ways. This article is a year old, but it hasn't been implemented yet: https://code.blender.org/2021/07/nodes- ... june-2021/

Could be something to keep an eye on :D
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Thu Jun 16, 2022 9:34 am

Oh, sorry no this isn't with a physics system yet. I don't think physics are needed for just a simple gulp and they complicate things.
Cast modifier works too, but with a lattice you don't have to paint the affected area and you're not restricted to perfectly spherical gulp bulges.

Soft body physics can be very hard to control and, as I learned through this thread, they work better if there is some mesh that internally supports the mesh.

I think what you're describing is similar to the process of "retopology". You can get a quick and dirty retopology, which is all you need, by copying your mesh and then using the remesher (there's a remesh modifier, but you probably want to apply it anyways). The shrinkwrap modifier can only wrap large chunks over convex objects. So any concave parts of your model need to be projected manually which can be time-consuming.

Image

Image

It just sort of sticks to the "convex hull" of the object, rather than the object itself.
I don't think the remesher has an option to move the surface a bit off the existing surface, although the solidify modifier and then another remesh might get you somewhere.

Geonodes are cool, but I think if you add bones to them they will all be the same bone. There are definitely other ways to get bones distributed across an object though maybe a tad more manual. I'm excited for geo-nodes physics stuff as well because it seems like the existing physics stuff hasn't seen much attention in a while
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Mon Jun 20, 2022 8:06 pm

A lot of really neat proof on concept stuff so far! All I can add is another neat model that's been out for a bit.

The Whalien by Mike Anderson. This one's really neat because it's got a pretty extensively rigged mouth, throat, and stomach cavity. This model alone is perfect for a stomach scene!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Fri Jul 15, 2022 6:50 pm

So! The vore animator Ante Flan just streamed some techniques that they use to animate in vore:

How to animate bulges in Blender

It's about an hour and twenty minutes. I haven't gotten a chance to watch the whole thing yet but this could be an invaluable resource for us! I'd also love to read any critiques of this stream if anyone thinks they have more efficient ways of doing this.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby DiannaGallops » Thu Aug 04, 2022 11:03 pm

yes wrote:So! The vore animator Ante Flan just streamed some techniques that they use to animate in vore:

How to animate bulges in Blender

It's about an hour and twenty minutes. I haven't gotten a chance to watch the whole thing yet but this could be an invaluable resource for us! I'd also love to read any critiques of this stream if anyone thinks they have more efficient ways of doing this.


Been keeping an eye on this thread for a while since I've been wanting to get into 3D vore animations... Was always curious how Ante pulled it off and I tried watching their older streams to learn, but compression kills the fine details when streaming at 720p. Plus it was hard to follow along with a blurry stream that was hours upon hours long. This seems like it'll be a valuable resource and it'll be great to see his methods more clearly depicted, and handy enough, it's only a little over an hour!

Thanks for sharing!
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