Where is all the good cum?? Why is it so hard to animate?!
I’ve seen the complaint from a thousand different people in many different places over the years.
- “Why does the cum look square/pixelated?”
- “Why is the cum so watery?”
- “Why doesn’t the cum stick?”
And so on, you get the idea. Most people who ask these questions are obviously not creators themselves, but the fact remains that there is quite a bit of universal dissatisfaction with the way some artists depict their sexy fluids.
Even I have to admit that I’ve seen some really amazing renders or animations somewhat ruined by poor looking fluids. In some cases, I would say that the piece would have been better without it altogether.
So why is fluid, and specifically cum, so hard to make well, and why do so many artists struggle with it?”
Welp, I am not an artist, so I can’t speak to that personally, but I am acquainted with some amazing talents, and they’ve given me some amazing perspective and info! If you are at all curious as to why/how it’s so difficult to make good cum magic happen, stick with me and maybe you’ll learn something!
Don’t give up!
If you are a creator who has struggled with this particular aspect of the craft, take heart in these words from Miki3DX, a top tier artist who has been in the game for a good long while.
Miki3DX
Is making cum worth the effort?!
It’s one of the first things I tried to create when I started doing 3DX, and now I can’t think of not having some wetness on my pics, whether it’s pussy juice, cum or sweat. What’s more hot than a wet, dripping pussy, anyway? It means it’s ready for action! It welcomes you to taste and smell the real essence of sex. It means excitement!
Well, now you know why it’s so important for me to spend some time over that detail, and… oh, did you notice that my logo is a drop?
Technically speaking, at the time I started, there weren’t many options to create fluids, and the available premade props and fluid simulations were too expensive in terms of time/setup for static images. That’s why I started modelling them by hand. And I keep doing that today. In some way, painting love juices over hot pussies relaxes me a lot. It’s sort of… a zen moment.
I recommend every artist to try adding some wetness over their works; I’m sure their fans will appreciate it a lot! Up with wet pussies, down with dry sex!
Okay, so no question that it’s worth the effort, but this is a thing that seems easier said than done. Let’s take a look at what Fab3DX has to say about rendering fluids. Fab makes wonderfully smooth, viscous looking cum, complete with realistic texture and color.
Fab3DX
Most of the time, people think that fluids in pictures are made with fluid simulations, like Flip Fluid for Blender or Blender’s built in fluid simulation. But that way makes it really hard for you.
Animations obviously need fluid simulations, because nobody’s going to animate a fluid mesh by hand, but for pictures, there are a lot of ways to make them without any additional softwares/addons beside Blender. I had trouble with cum at first, too, mostly because I thought it was all made with simulations or some other “magical” way.
In the end, I learned to make it by hand for pictures, and it’s A LOT easier than most people think. Basically just creating a rough mesh where you want the cum to be and then sculpt it all smooth to look like fluid. The hardest part in my opinion is the shader and the flow of the fluid. Thickness and amount can be like the creator wants it to be, I don’t see any problems if it’s too thick or too much.
There’s a great takeaway here for artists who may think that making fluids manually is too hard. We have examples of two different artists, Miki3DX and Fab3DX, who swear by drawing their cum manually, so it must not be monumentally difficult.
In the end, there’s a possibility that building your own cum in stills may be easier than it initially seems! As with everything, it’s likely going to take practice, but the reward will be well worth the effort!
Getting lost in the sauce
Want some more detail? Alright, but remember that you asked for it!
An awesome artist, Morfium, has some great insights into the theory of rendering fluids, and offers some fantastic reasons as to why the software itself may be troublesome.
Morfium
Fluids in general are a balance between how detailed you want to go vs time spent and making it move the way you want it to. Like, you want a style of feel which isn’t realistic in some sense, because most software is designed to resemble realistic water.
But, some artistic stuff like drops landing at point x or fluids simply running a certain way that’s not always “right” are bound to happen, so some softwares don’t like to cooperate. So, you need to find a way to get that artistic feel without making it feel unrealistic.
Cum is a special challenge for 3D artists because of the amount, as well as the distance it travels and other unrealistic stuff you see in 3D porn.
Like, how much does a normal guy cum? Maybe 15ml? If he’s pent up, mayb more.
But in some animations you’ll see them shoot liters. Then, how fast and far does it fly? Usually 30-50 cm maybe? in some animations like over 1-2 meters.
And then it should stick to the skin without splattering away, so you just speed the cumshot up so it can travel those 1-2 meters and now when it hits with full speed it should splash but still stick to the surface. At best, it should run down slowly afterwards, especially if it is on a person’s skin who is moving.
So all these circumstances make it hard to give it a realistic feel while basically letting it do something unrealistic. And then you have the technical aspect of how finely detailed you need it to sim and how long you want it to sim.
And in the end, when you have all the movement and feel to it, you need to have the material. A gooey, milky, half see-through matter (more or less see through) depending on the guy and so on. That’s also not so easy to get.
Morfium brought up an excellent point that I hadn’t initially thought about: fluid engines were not originally made to render cum, they were made to render water. Besides that, there are a helluva lot more factors to keep in mind, like speed, amount, and appearance, so making cum move is much more complex in animations.
Speaking of animations, Agent Red Girl was kind enough to give us a solid, more detailed breakdown of these specific issues.
Agent Red Girl
There are a lot of reasons fluid simulations are so difficult to get right. Let me outline a few of the things that cause my issues.
Problem 1: Resolution/Particles – To create a realistic fluid simulation you need a lot of resolution/particles. The more, the better potential you have for a realistic simulation. However, higher resolution or more particles also means, higher calculation times. And the calculation time grows longer and longer with every single little aspect of a fluid you try to change. Better resolution = HUGE multiplier to time. Need Viscosity = Add even more time. Need the fluid to collide with something = GIGANTIC MEGA multiple to time. Which brings me to my next point…
Problem 2: Settings/Physics – There are literally millions of calculations that go into a fluid simulation based on the settings and physics you set up for that simulation. Things like viscosity, gravity, surface tension, air density, velocity, colliders, collider thickness, erosion etc etc etc… All of these parameters are calculated several hundred or even thousands of times per FRAME. My animation is done at 24 FPS so that may be hundreds of thousands of calculations for 20-30 different parameters per second of animation. Sadly, if some of those settings are not correct… it could ruin the whole simulation and/or cause everything to take a lot more time.
Problem 3: Time – To do a good fluid simulation takes a lot of time. How much time? The cum simulation in Amy’s Big Wish – Doe Dick took 4 FULL DAYS of a high end i9 processor running 24/7. Now, here is the frustrating part. Let’s say you let a fluid simulation run for 4 days and it doesn’t look right… you have just wasted 4 days of computing power. And now you have to do it again. For this reason alone, I bought a dedicated simulation PC that I use only for fluid simulations. Without it, every single animation I do would be delayed 4-20 days just trying to nail down the best fluid settings.
Mega Difficult Problem 4: Wet Maps – NOW let’s say you get a beautiful looking fluid simulation and cum is flying everywhere and hitting everything and it all looks super real. Then the cum kinda slides off the model and plops to the floor… and there is no sign whatsoever that cum actually ever hit the model. That’s because 99.9999% of animators (including ME) don’t have wet maps for their fluid simulations.
SO there is no residual wetness left on the skin/object after the cum hits it and typically slides off. This is kinda the final touch that most people will never do just because it’s complicated. Though, there is some software that makes this a possibility and I myself hope to learn how to do this soon!
Aha! So it’s not just the cumshot artists have to worry about, but it’s the aftermath, as well. I had actually never even heard of wetmaps until ARG brought it up, but it makes a lot of sense.
I hope we’ve been able to provide some insight, inspiration and knowledge to both artists and consumers alike. If you are a 3D connoisseur, take a moment to appreciate how much time and effort artists put into their fluid rendering. It’s easy to make quick judgements, but after speaking with so many great artists, I can see why cum is such a challenging obstacle to some.
The good news is that more and more software is becoming available to aid artists in their sploogy depictions! 3D fluids already look several times more awesome than they did a decade ago, who knows where we’ll be in the next ten years?