Blender Vore Thread: Resources, Assets, and Techniques

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

Postby yes » Fri Sep 23, 2022 6:11 pm

I'm interested in finding a detailed tutorial on "non simulation" saliva. I've seen a few animations with saliva strands in pred's mouths but haven't found any super great tutorials yet. I did find this, however:

How to make thick saliva in Blender without fluid or cloth simulation

The video isn't super helpful but the original poster provided their .blend file to play around with:

Saliva.blend

I plan on playing around with this to hopefully apply it to my next animation. But if anyone wanted to deconstruct this, or make an easy to follow tutorial, it would be much appreciated!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Mon Sep 26, 2022 12:29 pm

hey this is cool!
thanks for sharing.
honestly liquid simulation stuff is so hard to work with in blender, it makes a lot more sense to do it like this.
I think I understand how it works
There's a material to make it transparent and then some modifiers to make the bottom / top of the strands sick to the teeth.
I might make an easier version to make / use later :)
Although, I've found that making stuff shiny in Evee usually looks a lot better in the preview and when you actually render it you have to get the lighting just right to get that glossy effect. I'm not sure
Here's a render with some basic lighting
Image
it does look a little bit better with a background
Image
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby yes » Mon Sep 26, 2022 7:27 pm

fieldmousse wrote:hey this is cool!
thanks for sharing.
honestly liquid simulation stuff is so hard to work with in blender, it makes a lot more sense to do it like this.
I think I understand how it works
There's a material to make it transparent and then some modifiers to make the bottom / top of the strands sick to the teeth.
I might make an easier version to make / use later :)
Although, I've found that making stuff shiny in Evee usually looks a lot better in the preview and when you actually render it you have to get the lighting just right to get that glossy effect. I'm not sure
Here's a render with some basic lighting
[ [url=https://i.postimg.cc/gJDDfKjV/saliva.png] ][/url]
it does look a little bit better with a background
[ [url=https://i.postimg.cc/mzT2fsrs/saliva2.png] ][/url]


Thanks for the breakdown. It looks like a relatively simple setup. I tried reverse engineering it on a character model but didn't come out quite right. I'll probably keep playing with different shapes and "anchor points" to maybe make it look a little better. But I'm interested in seeing you make a version of it!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Zapor » Fri Oct 07, 2022 2:39 am

wow, dont know what this tread exist!

to be fair i often see what all new blender users make a HORRIBLE shading\renders. But it a super easy actually!

- volumethic
I dont know why, but in all renders in blemder, which i see, nobody use volumetric! it a pretty simple trick but it really can make your render look cinematic and also can make great cense of scale.

there a simplest tutorial:
https://www.youtube.com/watch?v=Z2ovXJqdOfo

Notes: I recommend you use Principled Volume in world, instead a Volume scatter. Use Density strench around 0.002-0.005, and use Emission (strench about 0,01-0,04. Also i recommend you make a Emission colour a it blue, or orange (for sunset scenes), it really will look realistic

- SSGI
it is a very important part of realism, because it will imitate Cycle`s light bounses. It espeshially important if you use angles from inside a mouth\maw, because usually there is no light and all light inside mounts created by bounces only. Without SSGI it will be unrealistically dark there!

there a good tutorial:
https://www.youtube.com/watch?v=eHa0ALStf-E

DL SSGI build there:
https://n0451.gumroad.com/l/PgyXc

if you dont use SSGI, you can use a irradiance volume for baking a light in your scene!:
https://www.youtube.com/watch?v=9SD0of-mOHo

- SSS
Well, if you watch a most renders of insides in blender, it feel like plastic, not real flesh. It a mostly because you not turned on a Subsurface scattering in shaders, and, also, NOT TURNED ON A SUBSURFACE Translucency! This setting allow lights go through mesh mass (and Translucency allow this light go out from mesh and light next object)

simple tutorial:
https://www.youtube.com/watch?v=GkdySs6aO3E

keep in mind what EEVEE not allow you use SSS and transparent materials in same time, so, try test a different settings of shader for best looking.

- procedural animation

not really, but it a also good element of interesting movements!
https://www.youtube.com/watch?v=w9EUFud9zGE

as you see there, you can make a little camera shaking, but this method work to ANYTHING - like differend body parts, eyes, etc. i use this effect a lot in my animations!

- Wave modifier
it is pretty underrated effect, which i like to use on fleshy elements like stomach. With right setting it will make infinitely waving stomach, tentacles etc,
you can see this effect in my "Sheeva`s flawless victory" animation, in last part with stomach`s scenes where everything is so wavy, include camera (camera been animated procedurally, using noise modifier in Graph editor? so tecnically i can just not animate anything and it still will look and feel pretty dinamic!)

- learn a tutorials!
technically it a most important thing, which you must do before any animation or render - search a good tutorials! Blender is super poverful software, free, and even used in some high-budget cinema or cartoons, so, tecnically, you can easy do same lvl of video! I share there a little bit of YouTube channels which can be super useful for you too!

https://www.youtube.com/c/mrdodobird/videos
https://www.youtube.com/channel/UCuNhGh ... /playlists
https://www.youtube.com/c/CGMatter/playlists

Maybe later i even will share some my assets i use in my works)
Funny fact:
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby leoholmes » Fri Oct 28, 2022 5:24 am

Thanks for the explanation!
If you professional paper help free - write to me.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Zapor » Sat Oct 29, 2022 4:13 am

some sharing of my models:

Vore updated sangineli:
https://smutba.se/project/34744/

Bronty (anime shading only!):
https://smutba.se/project/30369/

Simka (Fixies):
https://open3dlab.com/project/34227/

Sheeva (mk11):
https://open3dlab.com/project/32351/

Asphyxia (Silent Hill) with my added mouth:
https://open3dlab.com/project/31405/
Funny fact:
I completely position myself as vore-artist, but practically ALL commisions which I did are devoted to foot-fetish!
WTF, dudes?! xD
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Gutlover » Sun Nov 13, 2022 1:55 am

Those garrison assets are great. I don't have the money now, but i'm totally getting it in the future. Maybe try to import them into Daz.

Speaking of Daz. Heres some great belly morphs for the new G9 model.

https://www.renderhub.com/heviestate3d/ ... ain-system

Theres a couple of Daz importers for Blender that aren't too complicated.

Smutbase also has a great collection of anthro'd sub Nautica monsters.

I remember seeing a tutorial for creating bulge effects in Blender with cloth a while back. Anyone know what I'm talking about? It wasn't "How to animate bulges in Blender"
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Sun Nov 13, 2022 6:13 pm

Gutlover wrote:Those garrison assets are great. I don't have the money now, but i'm totally getting it in the future. Maybe try to import them into Daz.

Speaking of Daz. Heres some great belly morphs for the new G9 model.

https://www.renderhub.com/heviestate3d/ ... ain-system

Theres a couple of Daz importers for Blender that aren't too complicated.

Smutbase also has a great collection of anthro'd sub Nautica monsters.

I remember seeing a tutorial for creating bulge effects in Blender with cloth a while back. Anyone know what I'm talking about? It wasn't "How to animate bulges in Blender"


There's multiple ways to do it with cloth, just depends on how much you want to use, and if you want to kill your computer or not lol. 54321awesome has a tutorial they made on how to do it using vertex groups with some cloth settings as well: https://www.furaffinity.net/view/38232830/

However, I have figured out how to do this with lattices and soft-body physics! Here's a little tutorial I put together on setting it up, and what it looks like:

https://youtu.be/nxEU1IYywkg
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Gutlover » Sun Nov 13, 2022 9:00 pm

54321awesome was the one. Thanks. Yours is helpful too.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Mon Nov 14, 2022 7:45 pm

Gutlover wrote:54321awesome was the one. Thanks. Yours is helpful too.


Let me know how it works for ya! I'm excited to see what y'all can make :D
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Thu Nov 24, 2022 2:27 pm

Hey everyone! I'm back with some interesting updates, and hopefully someone can help me out!

I've been trying to figure out the best way to turn all this into a procedural animation (without using shapekeys and whatnot) and I'm so super close! This all uses a combination of geometry nodes, vertex groups, and smoothing modifiers. I'm not using my physics-based thing just yet, as I'm wanting to get this initial thing right. This is for producing a shape that's as accurate to the prey's form as possible, and it's done mostly with Geometry Nodes! Here's what that looks like:

Image

Obviously it needs a lot of work, but it's got the gist of what I'm going for. Here's the node setup. Don't worry, I'll explain what they all do.
Image

Initial Setup Steps
Spoiler: show

  1. First thing, make a vertex group with 100% weights on the area that you want the bulge to show on. Smooth it out for a better effect. Then in your GN, expand the bar on the right side:
    Image
  2. Click "Group"
    Image
  3. Click the plus in "Group Inputs" and set the type to Boolean. You can name it whatever you want:
    Image
  4. In the modifier tab, click the button next to the input group box and search for the name of the vertex group we made earlier:
    Image
  5. This makes it so we can reference that vertex group within Geometry Nodes. Now let's go over what each thing here does.


Node Explanations
Spoiler: show

  • Subdivision Surface - Subdivides the mesh based on the levels specified.
  • Capture Attribute - Captures the referenced attribute from the geometry. Set this to Vector, and then Point, as we're using this to reference the Mesh's normals when setting the offset.
  • Scale - This is a Vector Math node set to scale, as it's scaling the normal vector of the normal attribute we set earlier.

All of these are for the offset in the Set Position node, which is the node responsible for moving the geometry of the character's neck around. The next part though is where the magic happens.

  • Object Info - References a specific object to use it in GN. This is set to the prey's body mesh, and geometry is piped into the connected "Capture Attribute" node to grab the body's position vector. (Yes I know the extra Capture attribute node here is unnecessary, but it might be useful to get the raw position of the prey's body if we need to reference that data later.)
  • Raycast - The most important node here. Raycast does exactly that: Cast a ray in the specified direction until it hits something else. If you're unsure of what rays are, it's essentially just a drawn line that the software uses to calculate very precise vectors. We have it set to "Vector" and "Interpolated", with "Ray Length" set to 0.25. In a nutshell, what this is doing is using the prey's body geometry to cast rays outwards from it, and to calculate when and where it hits the predator's mesh when it's going down inside.
  • Dot Product - Does some vector math to calculate between the Hit Normal of the Raycast node, and the Normal vector of the prey's body mesh.
  • And nodes - Boolean math nodes that are set to "And". Booleans in this context are essentially "Yes" or "No", On or Off. Going from left to right, if a ray hits something, it turns on the first input of the first And node. If the Dot Product value is higher than 0, it turns on the second input. Only when both of these inputs are set to On will the Output of the And node be set to on as well. Otherwise, the output will be set to off. The second And node calculates whether the initial rays coming from the raycast are hitting the pred's mesh, and then, calculating whether they are hitting within the vertex group we set, hence why it's connected to the 2nd input. If yes to both, the 2nd And node outputs a yes to the selection on the Set Position node, telling it where exactly the rays are hitting and to only use the areas from the combined And nodes.
  • Set Position - Simply moves the specified geometry based on the parameters. Position is set to Hit Position from the Raycast node to tell exactly how to move the specified geometry and where. This is what's responsible for the bulges.


Modifiers
Spoiler: show

For this, I just setup a Corrective Smooth and Smooth modifier after the Geometry Nodes modifier to smooth out the results. Play around with these to your liking:
Image


I'm gonna have to keep fiddling with this, but would love if anyone had ideas on how to get the part where the prey slides down past the chest bones to look a bit smoother. I tried to do something with falloff fields, but it wasn't working as I wanted it to and was just making things more complicated.

Hope y'all have some fun with this too!
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Sat Dec 03, 2022 1:20 pm

Been working on a game lately, I'm hesitant to give any details because it's not a vore game, but it just so happens that some of the techniques I've been trying to achieve with endo animations and bulges fit the theme perfectly.
Two major things that I've learned
1. when making procedural things, the editor can quickly get very laggy. You can "bake" any modifier stack by first enabling the .MDD file export, then exporting a selecting mesh as an .mdd file. Then create a duplicate of the object, clear the modifiers and add a "mesh cache" modifier that loads from your .mdd file. This allows you to have incredibly complex procedural modifier stacks without the lag.
2. You might never get softbody physics to look exactly how you want them to with Blender's current physics engine, but if you create a shaped bulge that moves and then add softbody it gives the surface a jiggly appearance

Here's a geo nodes set up that takes a highly subdivided plane and projects its vertices onto a given object
Image
a few modifiers to create the subdivision and smooth it out
Image
You can adjust those to get varying levels of detailing the bulges
More subdivision means more details are captured by the raycasting. More smoothing with make the details less fine.

I export the animation as an .MDD and then create an identical mesh that has the subdivision modifier applied and everything else removed. (and add a modifier to load the mdd cache.)
Surprisingly, softbody physics can work "after" an MDD cache modifier. Usually softbody physics must come first in the modifier stack so this is not possible without first baking the animation as an MDD.

As usual, the softbody physics is a nightmare to configure. The main thing I did to prevent it from looking like a jiggly mess was to create a vertex group where the rim of the plain is assigned a weight of 1 and everything else a high weight of .6 or something. I also disabled gravity in the scene settings
I use the goal setting in the softbody physics config to select this vertex group and adjust the default to 1.0
Image

I also adjusted the other options there but I didn't test whether it made much of a difference. Softbody is all trial and error.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Sat Dec 03, 2022 1:41 pm

Also, here's a link to an animation
https://www.youtube.com/watch?v=t_fSC2z1ZAU
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Sat Dec 03, 2022 7:35 pm

New feature in a beta branch of Blender which is pretty interesting for vore modeling
https://www.youtube.com/watch?v=mnSg5iOS4QU
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby Borfin » Thu Dec 08, 2022 3:21 pm

fieldmousse wrote:Also, here's a link to an animation
https://www.youtube.com/watch?v=t_fSC2z1ZAU


Thanks for all that above, but this link doesn't seem to work :O
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Fri Dec 09, 2022 4:32 pm

oops, that should fix it
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby ortDBrie » Fri Dec 09, 2022 8:08 pm

this is EXACTLY relevant to my needs
I can eat anything and spit up any common trash item to use it.
Also I can flap in the air like Mario with a cape.
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby tuc1357 » Sun Dec 11, 2022 8:22 pm

So, there's a bunch of giantess and/or vore 3D props for sale here. I grabbed some of them. Good models for the GI tract, the stomach, the vagina and uterus, and even a milk duct. And some other ones that didn't interest me as much.

https://itch.io/s/82425/giant-assets-bundle
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby fieldmousse » Tue Dec 13, 2022 12:19 am

tuc1357 wrote:So, there's a bunch of giantess and/or vore 3D props for sale here. I grabbed some of them. Good models for the GI tract, the stomach, the vagina and uterus, and even a milk duct. And some other ones that didn't interest me as much.

https://itch.io/s/82425/giant-assets-bundle


Any info on the formats provided? I'd be interested in the texturing
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Re: Blender Vore Thread: Resources, Assets, and Techniques

Postby ClickerHeroMaster » Wed Mar 22, 2023 6:09 pm

Hey guys, I tried asking an IA about tips for vore animation and surprisingly, it was pretty good. I used chat gpt and I asked generaly how to make a vore animation in maya(I'm not very good with blender) and then I asked for more specifics about the belly and it understand pretty well what I mean.

Here is the quick chat I had and I am pretty sure it could go in more details and answer for other software like blender as well.

ME:
And if I want to make a vore animation in maya, so that you see the volume of the prey being swallowed by the predator, and then seeing a moving shape in the belly of the predator

ChatGPT:
Creating a vore animation in Maya can be a complex process, but here are the general steps you could take to create an animation where you see the volume of the prey being swallowed by the predator and then a moving shape in the belly of the predator:

1 Create the models of the predator and prey: First, you'll need to create the 3D models of the predator and prey in Maya. Make sure to give them appropriate shapes and textures to fit your desired style.

2 Create an animation of the swallowing motion: Once you have the models, you can create an animation of the predator swallowing the prey. You can use a combination of translation and scaling to create the effect of the prey being swallowed. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.

3 Create a separate 3D model of the prey inside the predator: After the prey is swallowed, you'll need to create a separate 3D model of the prey inside the predator's belly. This will allow you to animate the movement of the prey inside the belly separately from the predator's movements. Make sure to give the inside model appropriate textures and shapes as well.

4 Animate the movement of the prey inside the belly: Once you have the inside model, you can animate the movement of the prey inside the predator's belly. You can use a combination of scaling, translation, and deformation to create the effect of the prey moving around inside the belly. Be sure to take into account the perspective of the camera and the angle at which the animation will be viewed.

5 Adjust the lighting and camera: Once you have the models and animation, you can adjust the lighting and camera to create the desired atmosphere and mood for the animation. You can use Maya's lighting and camera tools to adjust the position, angle, and intensity of the light sources and camera.

6 Render the animation: Finally, you can render the animation using Maya's rendering tools. Make sure to adjust the render settings to create the desired resolution and quality for the animation.

Creating a vore animation in Maya can be a challenging and time-consuming process, but with the right tools and techniques, you can create a convincing and engaging animation.


ME:
but more specifically for the belly, what tools in maya should I use to make the deformation of a struggleling prey inside the belly of the predator for an outside view

ChatGPT:
To create the deformation of a struggling prey inside the belly of the predator in Maya, you can use a combination of techniques, such as blend shapes, soft body dynamics, and cloth simulations. Here's how you can use these tools to achieve the desired effect:

1 Create a blend shape for the belly: A blend shape is a deformation that can be applied to a mesh to create the effect of morphing it into a different shape. In this case, you can create a blend shape for the belly of the predator that will be deformed as the prey struggles inside. To do this, create a duplicate of the belly mesh and use Maya's sculpting tools to create the desired deformation. Then, use the blend shape editor to create a blend shape that can be animated.

2 Apply soft body dynamics to the belly: Soft body dynamics is a simulation that can be applied to a mesh to create the effect of deformations caused by external forces. In this case, you can use soft body dynamics to create the effect of the belly bouncing and deforming as the prey struggles inside. To do this, select the belly mesh and go to the dynamics menu. Enable soft body dynamics and adjust the settings to create the desired level of elasticity and damping.

3 Apply cloth simulation to the prey: Cloth simulation is a simulation that can be applied to a mesh to create the effect of it behaving like a piece of cloth. In this case, you can use cloth simulation to create the effect of the prey's body moving and stretching inside the belly of the predator. To do this, create a duplicate of the prey mesh and apply cloth simulation to it. Adjust the settings to create the desired level of stiffness and stretchiness.

4 Use a lattice to control the deformation: A lattice is a deformation object that can be applied to a mesh to create the effect of a flexible frame that can be used to manipulate the mesh. In this case, you can use a lattice to control the deformation of the prey mesh inside the belly. To do this, create a lattice object and apply it to the prey mesh. Then, use the lattice points to manipulate the mesh and create the desired deformation.

By combining these techniques, you can create a convincing and dynamic deformation of the prey inside the belly of the predator. Keep in mind that this process can be complex and may require some experimentation to achieve the desired effect.

This chat took what ? 10 minutes, and its free, so if you feel like it, give i a try, it might give you some inspiration.
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