Blender Vore Thread: Resources, Assets, and Techniques

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Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Wed Apr 27, 2022 12:02 am

While it seems to me that SFM is the dominant program for 3D kink art, I really want to learn Blender. I wanted to open a thread to try and collate as much Blender info relating to our interests. Basically breaking it down into three main catagories:

Resources

There are countless intro level Blender tutorials. I'm not interested in those, as any of us can easily google it. I really would love to see any tutorials specifically relating to vore (or kink art in general). Things like getting saliva in maws. Liquid in stomachs. Throat and stomach bulging. etc.

Assets

This is pretty straightforward! Sharing available assets that work in vore-related context. Even if its a link to a Gumroad page. As long as the EULA (however informal) allows for kink art. I'd rather not use characters that the original creators did not intend for porn. Likewise, premium models shouldn't be shared for free. Support your local artists! I'm really looking forward to finding a cool stomach scene. As a note, I'm down for free SFM assets. I know character models can be ported into Blender with some effort.

Techniques

I'd love to read how other 3D artists execute their animations and renders. If you've got a specific way of doing something, let us know! Any advice is help.

Even if something seems really obvious, feel free to share! I'm an absolute beginner with a lot to learn. And hopefully this thread will inspire someone to play around with the software as well.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Wed Apr 27, 2022 12:05 am

I'll start with an obvious one:

Untied Verbeger has some of the best anthro characters available for free. He's one of the main reasons I even downloaded Blender. Highly recommend downloading and playing around with his models.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby tuc1357 » Wed Apr 27, 2022 12:17 am

https://www.furaffinity.net/view/26149032/

Here's a stomach model somebody made and released on Fur Affinity. Made explicitly for vore scenes.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby ReptileKing23 » Wed Apr 27, 2022 4:00 am

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

Postby Doku » Wed Apr 27, 2022 8:33 am

It's kind of telling about my preferences that I saw the title of this thread and did not immediately think of the 3D rendering software. Unfortunately I can't be of much help. I generally use Clip Studio Pro for my material when I make it, and my quality isn't good enough to learn from in my opinion.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Wed Apr 27, 2022 10:43 am

Howdy!
I've been learning Blender for the last 2 years or so for creating vore art. While I think my art is too crappy to distribute (except on my shitposting vore YT channel) I feel like I've attained some level of mastery over most of Blender's functionality. If you want to talk about stuff or want ideas of how to create something vore-related, I would be happy to be in contact :)

There's a certain phase people talk about in the Blender (or probably art) community referred to as "tutorial-hell" where new artists need to rely on tutorials to do everything and can't get far without a tutorial. IMO if you have a good grasp on the basics you can experiment on your own and find your own techniques for creating belly liquid or saliva. Even if there were tutorials for doing vore-related things, often there are techniques better than the ones used in tutorials.

That being said, one of my first instincts when approaching Blender was to try to learn to use their physics-based systems (soft body physics for bellies, water physics for acid and saliva). Physics systems in Blender are very buggy and take a very long time to generate. I haven't had any success in using them.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Wed Apr 27, 2022 7:37 pm

tuc1357 wrote:https://www.furaffinity.net/view/26149032/

Here's a stomach model somebody made and released on Fur Affinity. Made explicitly for vore scenes.


Great find!


fieldmousse wrote:Howdy!
I've been learning Blender for the last 2 years or so for creating vore art. While I think my art is too crappy to distribute (except on my shitposting vore YT channel) I feel like I've attained some level of mastery over most of Blender's functionality. If you want to talk about stuff or want ideas of how to create something vore-related, I would be happy to be in contact :)

There's a certain phase people talk about in the Blender (or probably art) community referred to as "tutorial-hell" where new artists need to rely on tutorials to do everything and can't get far without a tutorial. IMO if you have a good grasp on the basics you can experiment on your own and find your own techniques for creating belly liquid or saliva. Even if there were tutorials for doing vore-related things, often there are techniques better than the ones used in tutorials.

That being said, one of my first instincts when approaching Blender was to try to learn to use their physics-based systems (soft body physics for bellies, water physics for acid and saliva). Physics systems in Blender are very buggy and take a very long time to generate. I haven't had any success in using them.


This is great advice, thanks! I'll keep you in mind if I have a super specific question. Did you have any specific videos or articles in mind for learning physics in Blender?
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby tfwnogiantgf » Wed Apr 27, 2022 8:26 pm

Really awesome to see this thread taking off. I'm just starting with Blender, and it's great to see the opportunities it opens up.

Here's a link to some paid assets in fbx form, for the adventurous - https://garrisen.itch.io/ . You'll see vaginal, nipple, and nasal areas with a lot of detail. I haven't tried them myself, but I think they could be portable to Blender (might want to test with importing freely available fbx files in before jumping right into this).

One technique stolen from the MMD Size discord (and taught to me by ko), which I think can also apply to Blender - a way to create panoramic shot in post. This is good for dizzying perspectives, especially in macro images:
1. Set your camera's rotation on the X-axis to 0, camera FOV to 30 and make sure the camera is at the max zoom. This will give a good base to align it with. (this is MMD terminology, I believe the default camera FOV and zoom in Blender works.)
2. Place the camera at about the place where you wish to start the panorama. Keep in mind that you'll likely need to back it up just a bit due to how panoramas stretch the images.
3. Go ahead and make sure all of your poses and stuff are saved, and scroll ahead ~6-8 keyframes. The more images, the better for the most part.
4. Rotate your camera on the proper axis so that the camera rotates upwards towards the top of your panorama. Add a keyframe, and scroll through the rest of the frames to make sure the camera isn't clipping into the floor or doing anything weird.
5. Render out all of your images individually, and bring it to the Image Composite Editor (ICE) software. It's free online. (Microsoft has discontinued it, but there's an archived link at https://docs.microsoft.com/en-us/answer ... or-20.html )
6. Drag and drop all the images into ICE, and let the system do all the work. Once it processes there should be a few settings that let you change how the images are processed. I do Transverse Metacator.
7. From there, you can hit the "Crop" tab and auto-crop it or just edit it yourself - and from there export!

As an alternative, you can also render the images one at a time, and pan up from each without changing the keyframes; I've found that panning by about 15 degrees for each image is a sweet spot. The danger there is that you can lose your original camera position after overwriting it.

Edit: would also recommend SmutBase for general lewd models and tutorials, though this is the only asset they have specific to vore: https://smutba.se/project/178/
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Thu Apr 28, 2022 10:08 am

fieldmousse wrote:This is great advice, thanks! I'll keep you in mind if I have a super specific question. Did you have any specific videos or articles in mind for learning physics in Blender?


No problem :) I watched a bunch of videos, and they all tend to do the same things: a large amount of water pouring out of a pipe for water physics and a ball of jello for softbody. The water physics are a bit better, but they are very picky and tend to just not work at very small scales (like with drool). With soft body physics you're liable to just end up with a jiggling mess of jelly no matter what you do...
While they're easy enough to learn, I don't recommend trying to get these physics systems to work. Unless you want to model large amounts of water or want to make some literal jelllo.
You might be able to find a third party Blender addon that works better
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Thu Apr 28, 2022 9:30 pm

A couple of cool tutorials:

Making a Bulge in Blender [Vore]

This one's actually specific to vore. It's really short and a bit hard to follow, as there's no narration. But it's a foot in the door for dynamic bulges for renders and animation!

[5min.Tutorial] Easy dynamic breast and butt physics in Blender.

If you want to make your animations extra lewd, this video give a pretty quick rundown of how to give your character jiggle physics.

As a disclaimer these vids may possibly be out date. I'm not sure if these techniques are dependent on older versions but its a start.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Yoshi » Fri Apr 29, 2022 8:48 am

I've used Blender since it was in version 2.4, back when computers still came with floppy disk drives lol. I've contributed a few images and videos to this site using Blender a long time ago.

I don't have direct resources to share, but I will mention that the UI has changed drastically (for the better) over the years. Be prepared for a bit of confusion if you find yourself following an older tutorial.

Also, Blender really shines when you master the hotkeys for your most common tasks. The better you get at using the hotkeys, the closer you'll be to streaming your consciousness directly onto the screen. good luck!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Fri Apr 29, 2022 12:09 pm

[5min.Tutorial] Easy dynamic breast and butt physics in Blender.

If you want to make your animations extra lewd, this video give a pretty quick rundown of how to give your character jiggle physics.

As a disclaimer these vids may possibly be out date. I'm not sure if these techniques are dependent on older versions but its a start.


Oh wow! I did not know that the softbody physics simulator would consider internal vertices like that. I think this is what I was missing and why I could never get softbody to work lol
Thanks for sharing, I think I'll give it another shot. I feel silly for not ever considering that

That throat bulge technique definitely works in modern Blender. If you want to get a little more creative with the shape of the bulge you can use the "proximity weights modifier (or is it a constraint) to automatically weight-paint in the shape of a character for instance and then use the displace modifier to lift out the bulge.
It's quite a bit more expensive than the spherical method however
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Sat Apr 30, 2022 12:01 pm

Yoshi wrote:I've used Blender since it was in version 2.4, back when computers still came with floppy disk drives lol. I've contributed a few images and videos to this site using Blender a long time ago.

I don't have direct resources to share, but I will mention that the UI has changed drastically (for the better) over the years. Be prepared for a bit of confusion if you find yourself following an older tutorial.

Also, Blender really shines when you master the hotkeys for your most common tasks. The better you get at using the hotkeys, the closer you'll be to streaming your consciousness directly onto the screen. good luck!


Thanks for the tips! Blender has a ridiculous number of shortcuts. But you're right: better workflow means quicker art.

fieldmousse wrote:
Oh wow! I did not know that the softbody physics simulator would consider internal vertices like that. I think this is what I was missing and why I could never get softbody to work lol
Thanks for sharing, I think I'll give it another shot. I feel silly for not ever considering that

That throat bulge technique definitely works in modern Blender. If you want to get a little more creative with the shape of the bulge you can use the "proximity weights modifier (or is it a constraint) to automatically weight-paint in the shape of a character for instance and then use the displace modifier to lift out the bulge.
It's quite a bit more expensive than the spherical method however


I played around with bulges like shown in the video, but I'm definitely going to try out that proximity weights modifier! Bulging is one of my favorite aspects of vore, so that's something I really want to "git gud" with. I tried animating with bulges but realized quickly that I'm getting way ahead of myself. I haven't even animated a walk cycle yet.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Sat Apr 30, 2022 12:06 pm

A cool model by Sir Nurbs

This intricately rigged Loona 3D Model even has an esophagus and stomach. Throat is pre-rigged for bulges, and jiggly bits are rigged as well. Free to use, modify, and retexture. Only thing the artist asks is to give full credit for the model.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Thu May 12, 2022 11:50 am

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

Postby yes » Thu May 12, 2022 10:16 pm

fieldmousse wrote: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


I'm glad you found the tutorial useful! This is a really neat demo. I'm not going to lie, a lot of this went over my head. But the more I learn the more it'll make sense to me. I'm interested in seeing your techniques applied to a complete model. But for now I think its good that your experimentation has laid out the possibilities and limitations of this method. And thanks for keeping this thread alive!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Fri May 13, 2022 12:10 pm

Thanks, sorry about that. If you're interested in trying it out yourself I could make a short video demo. I don't think it takes much knowledge to implement, but knowing where all the buttons are is quite a chore
I'm going to try the same technique for outside throat bulge and animating an interesting esophagus as I think it's much less manual than the weight painting approaches
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Tue May 17, 2022 1:10 pm

I have an idea, but because of my limited knowledge and experience, I don't know how feasible it is right now.

We've been wracking our brains with complicated methods to make vore bulges. But would it be easier to add bones (I think that's the right term) directly to a model that can simulate bulges? I found out that you can import whole armature presets to make character modeling easier. So could one theoretically create a vore "armature" that could be applied to a premade model? I'm interested because the Sir_Nurbs model has vorish considerations built into the model. I'm not familiar enough with shape keys either, so I'm wondering if its possible to make preset bulge shapes that can be adjusted with shape keys. Likewise, doing to vore bulge trick like in the video above seems to have limitations when you want really big, more defined bulges. And it's also tricky to animate with because you're dealing with a separate object that has to animate independent of the model (unless there's an easier way to do that). I've been futzing with Blender trying to do some same-size stuff, but it doesn't look great.

Thoughts, anyone?
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue May 17, 2022 2:41 pm

Sorry if you already know this stuff, I just want to make sure we're on the same page:
A 3D model is composed of a set of vertices which are attached through faces. Vertex groups assign a "weight" to each vertex: a value from 0 to 1.
Vertex groups are used by a lot of different systems in Blender as a means of controlling how much something affects a given vertex. Rigging an armature is a semi-automated process that looks at the placement of bones and automatically creates a vertex group for each bone and assigns vertices around the bone a weight of 1 and vertices that are slightly further away a lesser weight. I think the algorithm is more complicated than that, but it's usually not perfect.
When you transform a bone in pose mode, it applies the same transformation to the vertices with a weight of 1 (and only half the transformation to the vertices with a weight of 0.5).
Usually you need to adjust the weight groups a little to make sure that certain areas aren't affected by certain bones. You also may need to create shape keys if the mesh doesn't look quite right after being posed.
With a shape key you just specify a new position for some vertices and you can tween between the original position and the new position.

I think if you're a professional animator you'd use all of the techniques available to you to achieve a good-looking bulge. You could make a rig and a set of animations for any model, but you would still need to position the armature and correct the weight-painting of the automatic rigger. Skeletal animations aren't well suited for jiggly animations either as you would need many bones. AFAIK there's no way to save and store shape keys in an armature and they need to be created for each mesh.
Also, if you aren't achieving good results when you enlarge a certain area of a mesh, chances are you need to add more geometry to the area you are trying to enlarge.
If you select the area in Edit mode, press F3 and type "subdivide" you can double the number of selected vertices very quickly. Sculpting mode is also the best for making existing models "bulgy"
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Tue May 17, 2022 6:56 pm

fieldmousse wrote:Sorry if you already know this stuff, I just want to make sure we're on the same page:
A 3D model is composed of a set of vertices which are attached through faces. Vertex groups assign a "weight" to each vertex: a value from 0 to 1.
Vertex groups are used by a lot of different systems in Blender as a means of controlling how much something affects a given vertex. Rigging an armature is a semi-automated process that looks at the placement of bones and automatically creates a vertex group for each bone and assigns vertices around the bone a weight of 1 and vertices that are slightly further away a lesser weight. I think the algorithm is more complicated than that, but it's usually not perfect.
When you transform a bone in pose mode, it applies the same transformation to the vertices with a weight of 1 (and only half the transformation to the vertices with a weight of 0.5).
Usually you need to adjust the weight groups a little to make sure that certain areas aren't affected by certain bones. You also may need to create shape keys if the mesh doesn't look quite right after being posed.
With a shape key you just specify a new position for some vertices and you can tween between the original position and the new position.

I think if you're a professional animator you'd use all of the techniques available to you to achieve a good-looking bulge. You could make a rig and a set of animations for any model, but you would still need to position the armature and correct the weight-painting of the automatic rigger. Skeletal animations aren't well suited for jiggly animations either as you would need many bones. AFAIK there's no way to save and store shape keys in an armature and they need to be created for each mesh.
Also, if you aren't achieving good results when you enlarge a certain area of a mesh, chances are you need to add more geometry to the area you are trying to enlarge.
If you select the area in Edit mode, press F3 and type "subdivide" you can double the number of selected vertices very quickly. Sculpting mode is also the best for making existing models "bulgy"


Thanks for the explanation! Seems like it'd take a bit of effort but I'm eager to learn. Even if its just for single image renders. I really aughta start learning character modeling. One thing at a time though.
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