Edit: I didn't think it would be done so quickly, but I let it render overnight and it was done! I've attached the final renders! No sound effects yet though. I'll be doing that after I get some fluid ready to bake for the next glamor hole scene.
I'm just about ready to start rendering this dang thing. I opted for doing a fluid sim for the male squirting part, since Cycles allows you to have motion blur on fluids... check it out!

(This was a test I did earlier to see how the c[u][m] fluids looked with motion blur)
I'm still not too happy about some parts of this animation though, but I think it's fine enough to move on from. Despite trying to build a rig that can make this guy's neck not annoying to animate, it ended up being annoying to animate. But lessons learned...
In the last post, Stankin asked about ball clenching. I was thinking about making a new setup to try out an idea I had (like trying to make it look like the balls are two things moving around in a sack and not CG balls), but... next time. For now, I tried my best, working with how the balls are setup currently.

I thought that this would be a good opportunity to try using something in cycles (btw I just noticed the flower pattern on the shower curtain has an ugly seam, gotta fix that after this post) so I fixed some stuff with the bronto's material to make it work in cycles. The scales barely show up, and I'm not sure if it's because my samples are too low and the detail is getting lost with denoising or if it's the way Cycles handles small details on procedural textures, but I'm probably just going to make a new procedural scales setup from the ground up, something that can take advantage of the stuff Cycles can do that Eevee can't.

The J[iz]z material, still needs some more tweaking to look better in this lighting...

The squirt material!
Cycles lets you get those nice, really good refractions, volumes on meshes, global illumination, transmission, sub surface scattering...

I've attached the final test of just him. I also wanted to record some talky line for this, but since it loops I think not having that would be better.
ricado
2022-09-25 10:16:18 +0000 UTCStankin
2022-09-25 04:10:08 +0000 UTCQualske
2022-09-25 03:49:58 +0000 UTCMilkyBehemoth
2022-09-25 03:34:48 +0000 UTC