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everlaster
everlaster

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Naturalis v1.0 alpha 5 release

Hi. Developing this version involved solving some rather challenging technical problems and took a lot of effort just in terms of the hours spent. I really hope you'll like it!

This version includes significant improvements to butt morphs, automatic calculation of glute mass, glute mass based scaling for glute joint physics parameters and some others that need it, and a lot of other changes and fixes.

BootyMagic morphing

Test the new morphs and physics in the demo scene: https://www.patreon.com/posts/80113654

Glute morphing now works much better and looks much smoother.

The glute shape in up/down and left/right directions no longer distorts the glute in an ugly way, it should look pretty good in every pose and should respond well to forces.

Added several new morphs which I made by combining built in or freely usable morphs and/or splitting such morphs to left and right components in Blender.

Basic Depth Out morphing is implemented, it uses a single glute scale Z morph.

While this should be a pretty big improvement over the previous morphing implementation, there's still a lot that could be improved. There are a few caveats to the booty morphing. While finish up Naturalis v1.0, I'll only pluck the low hanging fruit and fix the most critical issues, and leave further improvements to later down the road. Some of these issues are listed in the end of the post.

BootyMagic glute mass

Mass is now calculated automatically from glute volume. It works for a pretty wide range of glute sizes, as you'll see in the demo scene. However it doesn't accurately reflect the size of the butt, and it's not meant to - it's purely based on what looks good in animations.

Hard colliders get a portion of the mass that is estimated from glute volume during calibration. The larger the butt, the more mass is put to hard colliders instead of the glute joint. You can further tweak the amount of hard collider mass in the Hard Colliders tab to increase or reduce inertia of the glute joint without increasing weight (since gravity doesn't affect colliders). Unlike the glute joint mass itself, hard collider mass has no effect on any other physics parameters.

The maximum glute joint mass is 3.00 kg, down from 4.00 kg because for such a heavy butt, almost 1 kg of additional mass is applied to hard colliders.

BootyMagic physics changes

UI changes

In the future it'd be great to hide the buttons if there's no calibration pending or ongoing, unless in the plugin UI.

Hard Colliders tabs:

Calibration

Local distortion physics is now off by default

The "Local Distortion Physics Default On" toggle in the plugin's User Preferences is now off by default. However, note that the previous alpha version will have created a prefs file for you where it might be enabled since that was the default then. This version uses that same configuration file.

I decided that this was the best way to go because of the performance impact. It's more important that people can reach a smooth framerate in order for the morphing to look good. And I don't want the local distortion physics to be an aditional reason for users to disable soft physics.

It's also a better user experience that the calibration doesn't take as long, although the longer multi-directional calibration cycle is something that could easily become the default in a future version.

Still, I hope LDP is something that will be used to enhance the experience when possible. Especially for breast physics. For the glute physics it's probably not as impactful.

Other changes

Fixes

______________

So, that's where we are now! Things are looking more and more like a beta than an alpha.

Remaining glute morphing issues:

I'll take a few days break now, then continue putting in the remaining pieces of the puzzle.

-everlaster

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We appreciate everything you do

James Doe


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