Naturalis

Paid Plugins Naturalis

im on desktop aand cant view it eoither
Ehh, this sucks. https://caniuse.com/ogv Chrome and Edge have dropped support, it looks like, although I have Edge v123 and it still works for me in that one. Maybe it doesn't work in Chrome (which I don't have installed).

I guess I will prioritize real browser support over VAM hub browser, and reupload as .mp4.

EDIT: The videos in the v1.4-alpha2 post should work in Chrome now
EDIT: Turns out the videos in the v1.3-beta3 post, the v1.3-beta2 post and the v1.3-beta1 post were also .ogv, now .mp4.
 
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is there a setting that enhance the "grippyness" shown in ur demo?
Adjust the friction, this can be done directly in the person atom's Skin Materials 2 tab, or you can use the center and outer gradient multipliers in the Physics tab's Fat Collider Friction view to adjust how the value distributes. Increasing fat spring will also affect grip tightness, but it will also make the mesh harder and snappier which may not be what you want.
 
is there an automatic to reduce clipping for body suits while using this plugin? I know theres an manual way of selecting each clothing and adjusting but is there an automatic way?
 
is there an automatic to reduce clipping for body suits while using this plugin? I know theres an manual way of selecting each clothing and adjusting but is there an automatic way?
I don't think there is. Generally, reducing clipping is a pretty complex goal for a plugin to try to automate since it involves so many different settings that also have other side effects on the physics and behavior of the clothing or even other aspects of the simulation (e.g. physics rate affects clipping to some degree). However if your manual way of reducing clipping is consistent throughout different clothing items, applying those manual adjustments to all items would not be a difficult task to automate
 
I don't think there is. Generally, reducing clipping is a pretty complex goal for a plugin to try to automate since it involves so many different settings that also have other side effects on the physics and behavior of the clothing or even other aspects of the simulation (e.g. physics rate affects clipping to some degree). However if your manual way of reducing clipping is consistent throughout different clothing items, applying those manual adjustments to all items would not be a difficult task to automate
is there a way to save a preset, lets say for a dress, then have the plugin auto load that preset whenever it detects a clothing with tag dress? anyways, this is a great plugin.
 
is there a way to save a preset, lets say for a dress, then have the plugin auto load that preset whenever it detects a clothing with tag dress? anyways, this is a great plugin.
Not yet! I've thought about this and it'd be possible to create a system for tag based default profiles which would apply for items that don't have their own default profile. It would support creating logic rules for matching the item's tags to a profile, i.e. simple AND, OR, NOT etc. operators
 
I noticed just recently that if i have a lot of looks in a scene (like 7+) with Pussy magic activated, the lips flaps around like crazy!
I tried only disabling PM but it also disables BM, but when both are disabled it's fixed.
reverting to an older version - Pre PM resolves it also.

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@RonBurgundy Does disabling mesh pressure in the PussyMagic UI fix it? The mesh pressure force is driven by distances between the left and the right side labia vertices. If something causes those distances to be very large, or if the plugin calculates that distance incorrectly somehow, that would explain a very large pressure force that just moves the soft joints way out like that. Why this would only happen with 7+ looks in a scene is a bit baffling...

I assume you're using the unofficial CPU performance patch to run 7+ atoms? What's your framerate like in this scenario
 
@everlaster I am using Naturalis v76, is there a way we can get a breast mass of more than 3.0 kg?
There is not. Mass acts like a "master slider" that adjusts a lot of other physics parameters, background morphing multipliers etc. automatically. How they are scaled is fine tuned so as to produce decent results at any mass value up to 3 kg. So the reason it's capped is just to ensure that mass is always properly taken into account. It'd require a careful redesign of all of those mass based scaling factors if they were to scale beyond 3 kg, or some other kind of revamp such as using calculated breast volume itself as the driver of physics parameters including mass.
 
There is not. Mass acts like a "master slider" that adjusts a lot of other physics parameters, background morphing multipliers etc. automatically. How they are scaled is fine tuned so as to produce decent results at any mass value up to 3 kg. So the reason it's capped is just to ensure that mass is always properly taken into account. It'd require a careful redesign of all of those mass based scaling factors if they were to scale beyond 3 kg, or some other kind of revamp such as using calculated breast volume itself as the driver of physics parameters including mass.
Is there a line of code that I can edit to uncap the 3kg at the cost of accuracy?
 
Is there any guide to optimal performance? Because all these soft breasts, soft buttocks, etc. are really dragging down the performance of my 4090.
 
Is there any guide to optimal performance? Because all these soft breasts, soft buttocks, etc. are really dragging down the performance of my 4090.
The best you can do is install the unofficial CPU performance patch. Besides that, soft physics in general is a performance hog because it relies on an old CPU only physics engine.

In Naturalis specifically, disable local distortion physics and depth physics, those update soft physics parameter values potentially every frame which can be quite expensive for little visual gain. Out of the advanced soft physics features, mesh pressure should be fine to leave on.

I'm looking into identifying and fixing performance overhead issues from the plugin itself in v1.4 (but it's not going to make soft physics itself any more performant)
 
@everlaster Is there a way we can calculate the actual breast volume (in cubic centimeters) from your script? I am using LFE.HeightMeasurePlugin which calculates the bust size but it does it based on bust - band size instead of just cubic centimeter volume which would be more accurate. Is there a way to implement this? I tried reaching out to LFE, but I don't know how to modify his script to achieve this (and I don't know any other plugin which attempts to guess bust size).

(Sorry to keep pestering you. You've been extremely helpful.)
 
@everlaster Is there a way we can calculate the actual breast volume (in cubic centimeters) from your script? I am using LFE.HeightMeasurePlugin which calculates the bust size but it does it based on bust - band size instead of just cubic centimeter volume which would be more accurate. Is there a way to implement this? I tried reaching out to LFE, but I don't know how to modify his script to achieve this (and I don't know any other plugin which attempts to guess bust size).

(Sorry to keep pestering you. You've been extremely helpful.)
My volume calculation is not that accurate, it's just based on the size of a bounding box calculated from various points on the the skin, and then manually scaled to result in a sort of appropriate mass estimate. The volume itself doesn't really matter in Naturalis, only the estimated mass.

I don't really know how to get an accurate cubic cm measurement of an irregular curved shape, probably requires some more complex algorithm.
 
everlaster updated Naturalis with a new update entry:

Shapeshift (Release notes for v1.4-alpha3 through v1.4-alpha6b)

New Module: Shapeshift


Shapeshift is a new module in Naturalis that handles two different types of morphing, eventually for the full body:

1. G-force morphing which shift and jiggle regions of the body in response to gravity and other accelerations
2. Joint angle morphing, a form of corrective morphing that adjusts morphs based on joint angles

In the current version, there are g-force morphs for...

Read the rest of this update entry...
 
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