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File: 425 KB, 1879x909, Captura.png [View same] [iqdb] [saucenao] [google]
982491 No.982491 [Reply] [Original]

spend days looking for the reason the rig kept getting fucked and deformed, went trough all bones and realized for some reason blender put 50% strength of all the mesh on both breast bones........ removed them and now it works as intended with automatic weights


but now when i try to move the character the mesh doesnt move at all even with the right weights on, help?

>> No.982506

>>982491
Maybe the lock/rot is locked?



File: 2.13 MB, 1500x882, wippy.png [View same] [iqdb] [saucenao] [google]
982476 No.982476 [Reply] [Last 50] [Original]

/wip/ - Works In Progress - "You know you guys can make this thread yourselves, right?" Edition

Post your work-in-progress projects, recently finished projects, or things you'd like critiqued here.

Previous thread: >>980444

List of free resources: https://pastebin.com/cZLVnNtB (embed) (embed)
/3/ Discord: https://discord.gg/gbYCEBPuK2

116 replies omitted. Click Reply to view.
>> No.983263

I don't know if anyone in /wip/ does them, but where do you get images for packaging from (for material usage)? For instance something like a Coke battle label.
I've seen people say
>Just google "[product] label"
Or
>Just google "[product] wrapper"
and they come up with them no problem. Even for things like metal cans that can't be easily photographed or scanned. I try that and get literally fuck all apart from the product itself or some fake blank template shit that is only barely related to the product.
I think I spend more time looking for this kind of thing than I do actually modeling.
Is there some kind of database or something? I know >pinterest does have things like that on there, but they're really hit and miss depending on what you're looking for.

>> No.983265

>>983263
well you can always remake the lebels yourself in photoshop or gimp. They're mostly text and logo. You can definetely get a product logo in isolation, copy the background which is probably a gradient at its most complex. generic or actually product accurate nutrition facts and ingredient lists.
If you're really hellbent on an accurate high quality label texture remaking it from scratch could take less time than trying to find it.

>> No.983266

>>983239
Omg, thank you so much, I wasn't looking forward to redoing the whole region...

>> No.983267

>>983266
Nice, glad you found the advice useful. I remember going crosseyed the first time I had to fix a spiral. I didn't mention how to clean up any excess geometry that may have been left behind after the fix. But I trust you can figure that out on your own.

>> No.983269

>>983265
I have tried making them in the past, but they always come out shitty. Like I can't get the measurements quite right. Even when I "trace" it they seem off. Maybe I just haven't had enough practice at it. The real problem is when there's some kind of pattern or graphic that's hard to replicate.
Obviously it's time consuming and I'd rather have somewhere I could just download them from, but if that's not feasible I guess making them is the only way to go.
My alternative idea (at least for this) is I found a can label while I'm doing the bottle version. The two labels are really similar and it's only like the ml amount and a slight color difference on a small part of it. My guess is I'll be able to edit those and turn it into the bottle version without too much hassle.
Thanks.



File: 70 KB, 1080x636, video.webm [View same] [iqdb] [saucenao] [google]
982422 No.982422[DELETED]  [Reply] [Original]

Hello, I've made my first animation in Blender. Do I have a chance of making it?

>> No.982423

It's extremely choppy. Everything moves at the same time- there is no overlap or successive breaking of joints. It makes no sense that his hands shake around on her hips like that and his fingers are completely static. Your are rotating her wrists on the wrong axis, and there is no offset present on the rotations making it even more robotic looking. The way he is pivoting on his knees is very unnatural looking. Her hair should be rotated towards camera- you can't connect with the character at all because you can't see her face. There is no sense of weight and no arcs. The characters dark skin gets lost on the black background. The face isn't animated at all. His thumb is clipping through her torso. Why isn't she reacting? Even if she wasn't enjoying it and was absolutely bored her face wouldn't be pixel dead like that. Every principle of animation is absent. The shading on her hair is bad.


Nice job otherwise

>> No.982424

>>982423

*her head should be rotated towards camera



File: 908 KB, 1955x1235, IMG_5394.png [View same] [iqdb] [saucenao] [google]
982416 No.982416 [Reply] [Original]

I’m new to sculpting. What tips should I know to help me better understand and visualize the things I want to make?

17 replies omitted. Click Reply to view.
>> No.982968

>>982767
Mouths are not in a plane, that's your problem.
When you sculpt always remember what's behind the skin
Your teeths are not in a plane, they are in a curve, so your mouth will set that way.
There's a million other problems with the sculpture, but for the mouth first change this.

>> No.983136
File: 2.32 MB, 3840x2160, untitled.jpg [View same] [iqdb] [saucenao] [google]
983136

I sculpted this in blender
then I gave up because it's hard as fuck and I have no talent

>> No.983139
File: 193 KB, 2000x1000, mouth tip.jpg [View same] [iqdb] [saucenao] [google]
983139

>>982754
>>982755
you're sculpting your lips into the faces, even if you plump up the lips later it still won't look right. It's the bones and the teeth that cause the mouth to come forward a little, as well as the flesh, so your sculpt looks like it's missing teeth.
You have to draw out a sort of mound that you sculp the lips into. You can probably just pull them forward now with the move brush, but it'll be easier if you do this beforehand.

>> No.983149
File: 171 KB, 1680x985, first model.jpg [View same] [iqdb] [saucenao] [google]
983149

>https://www.. youtube com/watch?v=J2_uiUEcY7w&list=PLtZ2rrCuza-oyVD-sPjB7J80qRBufWODi&index=14&t=1s

this guys sculpt series really helped me get to a good level. Just switch his reference image with any human male or female image and go from there. pic related is what i made after this vid.

>> No.983254

Professional aaa 3d character artists here.
Look up anatomy for sculptors on artstation. They have a lot of good posts that would help you understand the shapes of the human body.
One of the biggest mistakes beginners make is making the faces super flat, as you did. Every shape, buldge, wrinkle, angle or whatever on the face flows into another and there is a reason why they are the shape they are. Those images hopefully will help you understand it



File: 15 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google]
982356 No.982356 [Reply] [Original]

https://www.youtube.com/watch?v=gKR1FHc7Iuc
this guy looks like chudjak,
also are mechanical /CAD mods in blender worth it? assuming most of us aren't going to buy solidworks

>> No.982357

https://www.freecad.org/



File: 169 KB, 965x655, blender_vs_maya_cover.1102x655.jpg [View same] [iqdb] [saucenao] [google]
982263 No.982263 [Reply] [Original]

Is learning blender a waste of time if I'm serious about learning animation?
I just want to animate anime girls with bouncy boobies fighting with weapons and magic like RWBY.
I've seen people say that Maya is better for animation than blender but I've not seen people actually explain what makes it better specifically. Is it the UI or something? I only have experience in Blender and cinema 4d. I prefer animating in blender over C4D. Right now I'm not doing shit professionally but I don't want to waste time learning Blender if I'm just going to have to learn Maya later. I'm not getting any younger over here.

I've taken a 3d animation and modeling course at college just for an art minor. I plan on taking animation again but learning Maya instead of cinema 4d. Would it be better to just fuck around in blender making meme shit until this fall or should I just dive into Maya?

>> No.982270

>>982263
Maya if you want to get a job

>> No.982304

animation is animation, software is less than 1% of the actual work. Blender is free, so that's good enough for me. I have used maya too and personally I like it but this shit isn't my job and at the end of the day I prefer blender's ui and ease of use over maya. mostly I just know blenders shortcuts better.

studios use maya because they have always used maya. if they could seamlessly move to blender and save a buck without disrupting the pipeline, they would. but it would unironically cost more time and money to transition to blender than it would to simply maintain the status quo. so yeah, if you want a job go with maya. blender will always be there for you if you want to play with bouncy anime tiddies though, there is no rule against using both programs.

>> No.983019

>>982263
Ask yourself why Blender is a meme on /3/

>> No.983030
File: 67 KB, 498x498, pepe-peepo.gif [View same] [iqdb] [saucenao] [google]
983030

>>982263
It's 2024 already my nigga, blender died with covid and Dark Cris.

>> No.983033
File: 98 KB, 896x960, 1643621036801.jpg [View same] [iqdb] [saucenao] [google]
983033

>>982263
yes, next question
>for anime girls
you can use anything you want, try anything available,blendet, source filmmaker, pirate shit, THE ONLY REASON YOU USE A TOOL IS BECAUSE MAKES YOUR LIFE EASIER, THAT IS ABOUT IT

YOU DON'T HAVE TO BE AUSTITIC OR BRAINROTTED ABOUT WHAT SOFTWARE YOU USE, AT THE END OF THE DAY RESULTS ARE WHAT MATTER AND TIME MATTERS TO, SPEED IS THE NAME OF THE GAME BABY



File: 426 KB, 1600x1483, Immagine WhatsApp 2024-05-01 ore 13.14.49_944df07a.jpg [View same] [iqdb] [saucenao] [google]
982242 No.982242 [Reply] [Original]

a casual image that i will use for my new album

11 replies omitted. Click Reply to view.
>> No.982373

>>982369
Have you tried getting a degree in psychology instead of posting?

>> No.982376

>>982373
No, what for?

>> No.982395

>>982369
I'm the guy you responded to, thanks for providing a legit sounding answer. I suppose the people nostalgic for this are the ones who are maybe half a decade younger than me and this is part of their connection to what then remained of a 'pre-internet' type world.

Obv the internet was already there for them but it was in it's infancy without the social networks, tubesites and smartphones etc.
I guess I understand what they say when talk about how legacy media and games had more 'soul' I'd tend to agree with that statement.
Where I'm lost is when they point to things like 'Frutiger aero' and 'Bryce 3D' type aesthetics as representative of that 'soul'
because to me that would represent the peak 'soul-less' of that era they're reaching back to.

Maybe it's more about having something easily reproducible that's just iconic for the time. Like how ugly juxtaposed neon colors & slalom patterns can invoke certain 80's nostalgia.

>> No.982609

>>982302
This

>> No.982612

>>982242
Low effort and ugly, somewhere along the way you forgot that you actually need to be an artist to create something good looking in bryce



File: 1004 KB, 1047x1546, cunt.png [View same] [iqdb] [saucenao] [google]
982233 No.982233 [Reply] [Original]

Need help, I'm relatively new to charactermodeling in blender and ambitiously chose to go for an anime-ish style. I edited the normals to make the lighting more presentable, but to my knowledge you cant edit the normals for individual shapekeys, which sucks because facedeformation messes with the light.
Is there a quick and easy work around for this or do I have to redo my shapekeys manually, but better?
It's supposed to be a game asset at the end of the day.

3 replies omitted. Click Reply to view.
>> No.982238

>>982233 (OP)
that is done with normal transfer.
https://www.youtube.com/playlist?list=PLCDENUgqPEBjWoaDwXo2KEgwHaSovNcgC

>> No.982252

>>982236
Cant be exported>? Cant be exported to what? I use custom normals in a unity project and they imported fine

>> No.982257

If you're using data transfer in Blender to keep the face normals working through deformations via shape keys, just know that deformations will still break the face normals on export to Unity/Unreal. You'll have to modify the face normals per frame like how CC2/Arc System Works handle it.

>> No.982258
File: 183 KB, 1800x1013, 1710103949825875.jpg [View same] [iqdb] [saucenao] [google]
982258

>>982257
Another solution which I've seen used in Hi-Fi Rush and Genshin Impact is to use an SDF texture. You'll have to set up a custom shader in Unity/Unreal but the huge benefit here is that face deformation of any kind won't destroy the normals. Downside is that you're essentially using psuedo lighting. It's not 'real' but it doesn't matter.

>> No.982279

>>982258
This, the best sol



File: 11 KB, 240x240, 20240502_025256.jpg [View same] [iqdb] [saucenao] [google]
982176 No.982176 [Reply] [Original]

Did anyone know what happens to @BeanBeanis
All platform had been deleted

5 replies omitted. Click Reply to view.
>> No.982729

>>982176
>>982179
>>982224
Pixiv nuked most 3DCG artists on it platform because of credit card companies disapproving of porn.
Beanis still had a deviantart, but it was abandoned after they started using pixiv.

>> No.982734

Oh, seems their DA account was deactivated too. Hmm, they must have quit after pixiv kicked removed 3DCG artists. A pity, I loved beanis' etnas.

>> No.982814

>>982734
really hope anyone know what happen to him

>> No.983024
File: 251 KB, 1404x1220, Etna and Flonne.jpg [View same] [iqdb] [saucenao] [google]
983024

>>982599
luckily I downloaded a couple of early versions of their Flonne and Etna models that they shared on their pixiv
I made this render :)

>> No.983031

>>983024
fugg



File: 453 KB, 883x667, Unt123+ed-1.png [View same] [iqdb] [saucenao] [google]
982165 No.982165 [Reply] [Original]

Is lowpoly handpainted still a thing? Is blizzard still hiring tons of artists for WoW assets? What do you guys think of my ancient tome?

>> No.982170

Low poly 3D is currently trending. But the texture work is typically low resolution as well, in order to simulated early 3D graphics like the Playstation 1 and 2. I think high resolution painted textures look better than low res pixelated textures. But I personally find the WoW style appalling to look at. I'm more of a Wind Waker kind of guy.

I don't know what Blizzard is doing. But some of my favorite indie games could have benefited from better texture work. Like a Hat in Time would benefit from higher quality textures. Maybe knock on some doors in the indie space to see if they have work?

Tome looks cool.

>> No.982251

You wanna make your portfolio you make this same book in a dozen different styles.

>> No.982255
File: 449 KB, 828x916, Draww.jpg [View same] [iqdb] [saucenao] [google]
982255

>>982251
It's for that labor that AI was made.

>> No.982272

>>982165
I fucking hate that st



File: 268 KB, 381x307, lsalfk;ajg.png [View same] [iqdb] [saucenao] [google]
982142 No.982142 [Reply] [Original]

hello, need a bit of help
I'm planning to make an irl coin and for that I'm planning to 3d print a prototype for making a mold out of. Probably will use the light sensitive resin. Anyway
I need to know if I should make my model the same size as the final print or make it bigger. The size of final print is diameter 27.3 thickness 1.78
I only realized how small it is when my low qality ref pics were around 100x bigger than the basic cylinder
tldr: if I want to print something small, should the 3d model be the irl size or bigger

6 replies omitted. Click Reply to view.
>> No.982152

>>982151
Sorry. I forgot you've transitioned >>981897

>> No.982153

>>982151
Chris is the

>> No.982154

>>982152
im not cris lmao

>> No.982159

>>982154
You are definitely Cris, don't den

>> No.982918

This fucking thread kek



File: 43 KB, 667x593, 10c.jpg [View same] [iqdb] [saucenao] [google]
982133 No.982133 [Reply] [Original]

Could AI make rigging obsolete? I'm tweaking right now and obsessed with this idea of creating an alternative animation system that doesn't require rigging. Basically you would just have your sculped or retopo'd character, click a button, and IK/FK handles for animation would appear. But instead of bones and weight painting, which are essentially just constraints, the animation is purely done by deforming the mesh. kind of like fluid animations or blend shapes on steroids. the AI would then automatically constrain the deformation like weight painting would on a rigged character. I understand that this would result in worse performance than rig based animation and also cause problems with UV mapping, but just try to think of the benefits and how things could be 10 years from now. Pic related, my first attempt.

2 replies omitted. Click Reply to view.
>> No.982141
File: 636 KB, 640x480, 0001-0300.webm [View same] [iqdb] [saucenao] [google]
982141

I partially agree, in fact I'm trying to do something non-erotic that exemplifies the co

>> No.982927

cool for hobbyists for quick generic characters but professional rigs are so complex and usually tailored exactly for individual animators needs that I doubt we will ever see an AI rigging tool. it's one of the safest areas of 3D to work in

>> No.982930

>>982927
You should not concern yourself with that because no professional is ever going to let you touch his animation rig.

>> No.982944

>>982930
Anon I understand it pains you to think about this but there are actual talented successful people who work in the industry on this board. Stop coping

>> No.982948

>>982944
That's funny.



File: 922 KB, 999x579, dzdz.png [View same] [iqdb] [saucenao] [google]
982063 No.982063 [Reply] [Original]

Hello 3DCG, i'd appreciate some help learning about 3D, specifically animation. i don't know much yet, but i'm trying to learn and i had 2 questions. thank you

there was this app I remember which converted footage into 3D rendered environments. i'm not looking for quality or anything professional, i just want to quickly convert images into these low poly, weird 3D like pic rel

pic came from this video:
https://www.youtube.com/watch?v=evOpfRkZjDM
check it out, it has that distorted, low quality, low polygon look i'm trying to recreate. and if i'm not mistaken they used that app. any recommendations are welcome

i'd also like to know which programs experts here recommend to beginners getting into 3D, specifically animation. i read the sticky and it seems to be more oriented towards modeling. so as a beginner looking primarily to composite scenes, import low poly models, some light character animation & do some basic camera work, which program would you recommend? maybe some underground, lesser known, older programs that you see people rarely mention? i'm open to anything, i played around with Bryce 3D and it's pretty incredible

thank you!

>> No.982064

>>982063
make a few pics from different yet close camera angles and pretty much most 3d software will turn it into a cgi scene
>how
idk, but it is there, so learn it

>> No.982065

the video you've linked is the result of bad photogrammetry - there are a bunch of different applications out there that perform similarly
if you don't give too much of a fuck and are diy (you seem like the type), you should look at phone apps that will get you results like that straight from your phone - again, the word you're looking for is photogrammetry - usually people try for high quality results, but if your settings are low you'll get results like the ones you want

you should just use blender as your dcc for now (it won't do the photogrammetry, you'll need to do that somewhere else and import the files in), you can get results like your vid pretty easily. plenty of resources out there. you might be tempted to learn some hipster shit and yeah that's fun, but you won't go far in /3/ without solid foundations. do the boring normie stuff first.

>> No.982077

>>982065
"photogrammetry" that's extremely useful in my search, thank you!

>> No.982086

>>982077
Photogr



File: 88 KB, 1920x882, it's too over now.jpg [View same] [iqdb] [saucenao] [google]
982013 No.982013 [Reply] [Original]

https://lumalabs.ai/genie?view=create

babe, wake up!
it's almost time for your daily demoralization thread.
>Luma AI
>Just type and create 4 shitty low poly assets!
How long until it's 4 employees?

8 replies omitted. Click Reply to view.
>> No.982056
File: 318 KB, 1274x962, Bryce (1994).jpg [View same] [iqdb] [saucenao] [google]
982056

>>982013
modelers BTFO yet again then?

>> No.982060

>>982013
Cris you made this same thread in January and it is still up >>971511 and these threads >>981331 >>980074 are yours too, stop flooding you retard.

>> No.982127

>>982028
>chocking

>> No.982324

>>982013
is it free? do they limit how many attempts you have?

>> No.982361

>>982013
Sounds great! AI art will reduce the cost of delivering video games by reducing the asset development time and employees.



>> No.982800

>>982000
I have never learned a single thing from cgcookie in my life.

>> No.982931

>>982000
YouTube is good for the basics and mid-level/hobbyist tutorials, but the quality and availability for tutorials for levels higher than that are relatively scarce. Channels with a good reputation tend to lock high-level stuff behind a paywall, but that isn't to say high-level tutorials don't exist on the site—they would just be from channels that aren't really popular and they don't go crazy with the presentation and whatnot.
>to answer your question directly: the courses in the bundle won't teach you whatever isn't on youtube, but the concepts within them are more throughly demonstrated (e.g., they show every single setting in each texture node). it's only $15 so i'd say go for it

>> No.982933

>>982000
buy a cgpeers account

>> No.982938

>>982000
courses are a ponzi scheme now
>>teach people skills that are obsolete thanks to AI and there are no jobs anyway



File: 272 KB, 1280x720, proxy-image.jpg [View same] [iqdb] [saucenao] [google]
981946 No.981946 [Reply] [Original]

>I have purposely taught them wrong
>as a joke

48 replies omitted. Click Reply to view.
>> No.982745

>>982713
I still hate him

>> No.982857

>>982445
Hi cris

>> No.982901

>>982468
>>982472
>>982477
>>982482
>>982483
Any proof this happened?

>> No.982911

>>982901
The only proof I'm going to offer you is that I wish I had the creativity to make that up.

>> No.983092

bump



File: 279 KB, 872x796, Screenshot 2024-04-18 132831.png [View same] [iqdb] [saucenao] [google]
981880 No.981880 [Reply] [Original]

Creating garment assets for game environments.

Seems it's a bit niche?

Pivoting from a Rhino + SolidWorks / Blender (to render) background.

What should I know?
Do you have tutorial/ resource recommendations?
**yes i have checked the intro guide**

>> No.981882

program is simple. you can learn 100% of it in a few days.
pattern cutting, depending on what you want to do, is not. you can learn 30% of it in a 3 year university degree.

>> No.981883

Does it make more sense to texture in CLO or bring it to blender and texture it there?

>> No.981893

>>981883
No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)

>> No.982837

>>981880
is what you export from it meant to be bake-ready, or do you need to sculpt on top of it in zbrush?

>> No.982878

how do i make hot underwear for my hot women models
i tried looking for tutorials specifically for underwear and got some super sussy suggestions on youtube



File: 64 KB, 750x563, 1707573418813828.jpg [View same] [iqdb] [saucenao] [google]
981764 No.981764 [Reply] [Original]

I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...

6 replies omitted. Click Reply to view.
>> No.981803

Physics has nothing to do with graphics. What did you expect?

>> No.981819
File: 69 KB, 998x511, OMFG.png [View same] [iqdb] [saucenao] [google]
981819

>>981777
HOLY CHECKED!

CAPTCHA GAYX

>> No.981828

>>981819
Look mommy, I'm in the screenshot!

>> No.981832

SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)

>> No.981849

>>981764
>>981803
Is this a shitpost thread? The GPU has its own processors you can just make it compute with the GPU



File: 36 KB, 207x152, file.png [View same] [iqdb] [saucenao] [google]
981736 No.981736[DELETED]  [Reply] [Original]

hey guys. just made my first 3d model. let me know what you guys think of it :)

1 replies omitted. Click Reply to view.
>> No.981742

>>981736
looks pretty retro cgi 90s studio ghibli. do you have any retro cgi 90s resources and tutorials? ps1 lowpoly graphics nintendo. studio ghibli low poly 90s cgi. how did you make low poly 90s anime cgi in studio blender?

>> No.981747

>>981736
This is Scuttlebug from N64 Mario.

>> No.981749

I like him :)
I will cast him into the stew with garlic and onions

>> No.981752
File: 200 KB, 459x304, sskjfhdskfs.png [View same] [iqdb] [saucenao] [google]
981752

He's cooked

>> No.981759

>>981736
forced soul and cringe



File: 625 KB, 720x864, chain reveal.webm [View same] [iqdb] [saucenao] [google]
981610 No.981610 [Reply] [Original]

I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.

18 replies omitted. Click Reply to view.
>> No.981789

>>981778
VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.

I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out.

There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.

>> No.981818

>>981685
>>981699

How's that discerning eye of yours now you sad fuck?

>> No.981821

>>981818
pretty good, man; feels great to be better than everyone else. how you doing?

>> No.981911

>>981610
Is this even particles and not a plane intersecting with a special shader?

>> No.982323

>>981711
>>981695
OP's video is using a high viscosity fluid sim in reverse.