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Finathai
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Finathai
3D girls in bondage, chastity devices and high heels. Creating NSFW 3D objects for Blender. https://linktr.ee/Finathai
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Downloads of my original 3D models for Blender (Includes the chastity belt and more)

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Finathai

Advanced Tier Asset Downloads

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Discord Integration

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Finathai
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[DL] Collider Indentation Geometry Nodes

Alright, this is a very interesting geometry node setups to get some automatic realtime indentation and bulge of a mesh with as many colliders as you want, without any sculpting. This has been included with my chastity set for a bit, but now it's a bit more refined.
It's not perfect, and quite wobbly when in motion, but it's very fast.
For the best experience it's necessary to paint the side of the collider that comes into contact with the body. To do that select the desired faces on the collider in edit mode first, then switch to Vertex Paint mode and turn the Paint Mask right beside Vertex Paint, add a black colored attribute called 'Include Indentation', after that you can paint the body with a big radius brush white (only the selected faces will be painted.
The setup relies a lot on smoothing, play with the main smoothing setting at the top and the secondary smoothing at the bottom of the modifier panel.
You can also add a white colored attribute named 'Adjust Indentation' to the squished body. There you can paint the areas black that you don't want to be squished. This is recommended, if some unintended areas get mangled.
Basically white (1) means the effect happens and black (0) that it doesn't. Values in-between are also possible for the squished body, not for the colliders.
In the Vertex Paint Attributes sections in the modifier panel, there is also an option to include the full collider geometry. By default, vertex painting is necessary for any effect. The checkbox 'Include Full Collider' bypasses this but results will be worse. This option is required for my geometry node ropes setup or any kind of mesh where you can't vertex paint.
Contains a neat localized subdivision system, too, to save on the amount of vertices (may cause some ugly triangles).
There is an option to virtually inflate collider geometry, which only seems to work when selecting a single collider object for some reason, though.
The collision area data can be passed to the shader material by using an Attribute node with the name 'Shader Info'.
Just play with the settings for the desired result.
(Available in the pinned post for Advanced tier members.)
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Finathai

[DL] Miorine Rembran

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Finathai

Miorine Rembran

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Finathai

Burnice's Bar (Part 1)

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