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v1.3.5
  • fixed issue where glute joints still had gravity acting on them when BootyMagic was disabled/removed (thanks @CuddleMocap !)
  • fixed a physics explosion issue when the plugin was removed after changing skin while Freeze Physics was enabled in Control & Physics 1
  • the Enabled toggle of BootyMagic is no longer interactable if loaded on a male character
  • disabled scrolling in most text fields
v1.3.4 (March 19)
  • Fixed issue where Breast Soft Physics Enabled or Glute Soft Physics Enabled toggle value would not load properly from preset. Now that toggle as well as all of the other storable parameters on the main screen (softness etc. sliders, adv soft physics toggles) consistently save/load with the plugin JSON
  • Fixed issue where in rare cases the calibration would cycle through the simulation directions (down/forward/up etc) way too quickly and produce an inaccurate result; now each direction will be simulated for at least 0.15s
v1.3.3 (Feb 27)
  • Fixed issue where glute joint mass would progressively diminish with each calibration.
v1.3.2 (Feb 26)
  • gravity simulation controls area was not created on first time UI open (introduced in v1.3.1)
  • no more asterisk (*) shown on a soft physics parameter's button in the Physics tab due to Local Distortion or Depth Physics values being modified when those features are disabled
  • fixed Fat Collider Friction parameter's Friction Value slider being interactable despite looking like it wasn't (now it's actually not interactable)
  • elements in the Clothing tab are now recognized by the right click menu of UXPlus as triggerable parameters (UXPlus is available on Patreon, not advertised on the Hub yet)
  • show asterisk in the Physics tab's Breast Weight button if Rotation Inertia is modified
  • suppress a possible error message during init/restore
  • adding the Auto-Update.cs script to a person that doesn't have a Naturalis instance no longer complains about that, but just adds Naturalis.cslist
  • clothing profile file browser no longer shows presets included in the package when setting a target profile (see docs), those are only meant for use as templates (see docs)
Naturalis v1.3 is out of beta! All info about new v1.3 features is in the previous update posts.

v1.3-beta4 -> v1.3.0:

Trigger memory optimization on calibration done:

1707761964056.png


The calibration cache implementation uses a lot of memory (hundreds of MB), most likely due to file reads and writes, even though the files themselves are very small. This memory would normally be freed up at some point automatically (by the C# runtime's garbage collector), but since that optimization causes an annoying hiccup (a 1 frame freeze for a fraction of a second), the plugin now triggers the optimization at the end of the calibration. The setting is on by default.

It's mainly useful when using calibration caching which I assume most people will be using. However, even with caching disabled, it could help reduce the frequency of those hiccups when playing scenes, given that there are many other potential sources that can build up memory use (other plugins, UI navigation, loading looks etc.).

Fixes
  • Fixed issue where mass could get stuck to minimum value during calibration (introduced in the v1.3-beta4)
  • Fixed issue where loading or resetting the in-plugin TittyMagic or BootyMagic preset during an ongoing calibration would result in the person atom staying in the calibration pose with collision off, instead of restoring the pose and collision back to normal
  • Fixed issue where negative slider values in a clothing profile's Soft Physics settings did not work (broke in v1.3-alpha2)
  • Fixed issue where using the Reset button to restore the plugin to defaults complained about "migrating from unknown version"
  • Using the Reset button now also sets the advanced soft physics toggles appopriately based on your defaults set in Naturalis User Preferences
  • Fixed potential null error during plugin restore
  • Fixed issue where the Reset button in BootyMagic used the "default enabled" user preferences for breasts to set the advanced soft physics toggle values
  • Prevent occasonal null error during init ("Error during migration from unknown version: System.NullReferenceException: Object reference not set to an instance of an object")
Calibration result caching

When a matching result is found in the cache, the calibration finishes quickly. It still needs to freeze the scene and load the calibration pose briefly, however, because finding a matching calibration result is done based on the actual physical breast/glute shape. Apart from that, matching is done based on relevant plugin parameters and other settings, so you will accumulate cached results for all kinds of different combinations of plugin parameters and models.

A single cached result is about 80 KB of data combined for BootyMagic and TittyMagic, which means 1 GB of disk space will fit about 12500 unique calibration results. I think the cache will become obsolete due to changes in the plugin well before its size becomes a problem.

Naturalis user preferences has been reorganized a bit to fit new options regarding the caching:

1707414876642.png

  • Calibration results are stored in Custom\PluginData\everlaster\Naturalis\CalibrationCache.
  • Caching is enabled by default.
  • If there's any visible issue with the plugin's behavior and you suspect it might be due to some kind of faulty cached result, you can trigger a full calibration using Calibrate Now Without Cache.
  • The Clear Calibration Cache button deletes all files in the CalibrationCache\TittyMagic and CalibrationCache\BootyMagic directories.
Also note that:
  • Calibration data is still saved into the scene file when you save the scene without a pending calibration - when you load the scene, it'll instantly load the data from the scene file and doesn't load it from the cache.
  • Scenes saved with previous versions will not use the saved data, but will calibrate normally on scene load. This is due to changes in the format in which the calibration data is saved in the scene file.
Fixes/other
  • calibrating with soft physics enabled will now always do the multi-directional calibration, even if none of the Advanced Soft Physics toggles are on
    • this ensures that you can just enable those toggles without having to calibrate again, and that the cached calibration data works regardless of those toggles
  • fixed broken zeroing of duplicate morphs from earlier vars
    • morphs from earlier Naturalis versions are now zeroed automatically post Pose Preset load and during calibration
  • prevent drawing visualizations during calibration
Fairies and giantesses: full atom scale support


Credit: Spawn Point by AcidBubbles [CC BY-SA]

This update adds support for very low or high person atom scales. You can now have a tiny little model with the breast/glute physics or a normal sized person - or a gigantic one. As you can see in the video, VAM still applies its own physics scaling to the body's joints, causing tiny person atoms to stiffen up, and the opposite for gigantic person atoms. The plugin doesn't try to equalize the overall body's physics, just the breast and glute joints and soft physics.

In previous versions, the plugin attempted to calculate the mass and other parameters from the absolute breast/glute volume in world space, however the rest of the plugin didn't properly adjust to different atom scales. Now, the plugin tries to make the physics as atom scale independent as possible so that unrealistically small or large person atoms can still have good looking jiggle physics.

If you want an unrealistically upscaled person atom to have behavior that would be appropriate for the size, you can try to increase breast and glute mass values in the plugin, but you'll hit the upper limit of mass pretty easily. In most cases however things look better when the behavior is similar to what you'd get with a normal size person atom.

QOL

When loading plugin data saved with Naturalis v1.1 (either via preset, Auto-update.cs, or by loading a scene with the referenced version not present) the Up/Down Base Angle is not set to the default value of +9 degrees. Instead it's set to the value of the gravity offset morphing slider that existed in v1.1 and earlier versions. The reason for this is to prevent plugin parameters designed for specific models to not change the base breast shape of those models. In other words the plugin only sets the +9 default angle when adding a fresh new plugin instance, or when loading a plugin parameters that were saved with v1.2 or v1.3.

When auto-updating from or loading a scene (or VAM plugin preset) saved with v1.1, you'll get a message like this in the log:

1706794525480.png


Additionally, when loading an in-plugin preset saved with a mismatching version, it will show the version the loaded preset was saved with in the UI:

1706794631379.png


Note: If your default in-plugin preset was saved with v1.1, you may need to update its Up/Down Base Angle offset value.

Fixes/other
  • fixed obscure bug where glute joint mass would be zero after adding the plugin
    • this only occurred if you had morph monitoring enabled in Naturalis user preferences and Auto Female Genital/Anus Morphs enabled in Auto Behaviors
  • lean forward morphed shape is now closer to v1.2, it looked better (it was changed in v1.3-beta1)
  • prevent unnecessarily processing morphs for morph monitoring again when plugin re-enabled (introduced in v1.3-alpha2)
  • fixed issue where the morphs used by the base angle parameters were saved in the scene json (they were zeroed anyway during calibration, so probably a low impact issue)
Nipple clipping prevention for clothing profiles


Credit: Nymreth by GilgameshVR and KyussVII [CC BY], VAM-included hair and skin by RenVR, Skin Micro Detail & Tessellation Plug-In by northern.shikima

The "Flatten Nipples" slider sets a limit on how long nipples can be. The reduction in length is done with a morph based on the built in Nipples Depth morph.

The slider value saves with the clothing profile, default is 0 since it depends on the item whether clipping is an issue. The profile should then work to eliminate clipping regardless of what look the clothing is enabled on.


Other
  • separate left and right Nipple Erection sliders
    • possible to drive the slider values with separate left and right collision triggers, for example
  • fixed issue where adding another instance of Naturalis wasn't prevented correctly
  • fixed issue where the Down Angle Limit's offset slider value would not restore correctly from the save file
This update post details changes since v1.2.

Soft physics mesh pressure

Mesh pressure expands soft physics mesh as soft joints are pushed towards the center of the mesh. It automatically compensates for volume loss in collisions by physically expanding the soft physics mesh.

It's very performant, there's barely any effect on frame rate.


Credit: Nymreth by GilgameshVR and KyussVII [CC BY], Eyes reflection and shadow (Male/Female/Futa) by paledriver [CC BY], VAM-included hair and skin by RenVR

You can configure the pressure using a new soft physics parameter called Fat Pressure Multiplier. It's a multiplier on how much pressure force the soft joints can receive. This is just like any other soft physics parameter in the UI, should be pretty easy to use if you're familiar with adjusting soft physics parameters in Naturalis:

1704975220863.png
1704975294979.png


By default, the the outer multiplier is low and areola/nipple multipliers are high, so the pressure force degrades towards the edges of the physics mesh.

Like other soft physics parameters, you can set the value along a gradient and dynamically adjust it using depth physics and/or local distortion physics. Whether those dynamic adjustments make sense for this parameter, not sure - but worth experimenting with!

Soft joint depth physics

Depth physics is the change of soft physics parameter values based on the depth of soft joints relative to the center of the mesh. This is similar to Local Distortion Physics which drives the parameters based on distances from neighboring soft joints.


Credit: Nymreth by GilgameshVR and KyussVII [CC BY], Skin 6 by Riddler [CC BY], EditedSkin1 by PicoVam [CC BY], long hair17 by ddaamm [CC BY], BooMoon - Piercings by BooMoon [CC BY], Eyes reflection and shadow (Male/Female/Futa) by paledriver [CC BY], Eyes! Lips! Nails! by Jackaroo [CC BY], Arms Tattoo by VamLooks69 [CC BY], WindControl+ by wgsoup [CC BY], Joint Correct by FallenDancer [CC BY-NC-SA, with permission]

The video is from v1.3-alpha1 - in the beta the feature is more full fledged, supporting increasing or decreasing the value with the depth either increasing (pushed in) or decreasing (pulled out):

1704917277138.png


The most important default settings are for Fat Spring which is set up to increase when the mesh is pushed in, and decrease when mesh pressure pushes the soft joints out.

There is a performance cost to dynamically updating soft physics values. The performance cost is basically the same whether depth physics, local distortion physics or both are enabled.

Rotation inertia

Rotation Inertia adds resistance to the joint's rotation similar to how mass adds resistance to its movement. It is available in a new sub section in the Breast Weight and Glute Weight windows:

1704917231735.png


For small to medium breasts the default rotation inertia is close to its normal value in VAM, and for very large breasts it is increased. It slightly dampens the joint's rotation and makes it resist movement due to short-lived forces (e.g. a quick slap/push or chest movement in an animation). The effect of this parameter is nothing revolutionary, it's just a slight incremental improvement and an additional configuration option.

For glutes, I couldn't really find any value in increasing the rotation inertia. Instead, I just put it to the minimum value, it's unaffected by glute size/mass. I think the core idea here is that the glutes don't hang off of the hip but are structurally part of it, so the glutes shouldn't behave too much like they're hinged on the glute joint.

Softness (Soft Physics) vs. Softness (Joint Physics)

Main window:
1704918030593.png

  • The Softness (Soft Shysics) slider affects soft physics parameters and a background offset on hard collider depth. This slider doesn't do anything if soft physics is disabled.
  • The Softness (Joint Physics) slider affects everything else - joint physics parameters, other collider properties, background multipliers on morphing, how gravity affects breasts/glutes.
  • Using different values you can make the joint very rigid while keeping the soft physics soft, and vice versa.
Other changes in the main window you'll see are that the soft physics toggle is moved to the top, and there's a new advanced soft physics area. Advanced soft physics differentiates between the advanced soft-physics-only features of Naturalis from the basic soft physics of VAM. It includes the dynamically adjusting soft physics (depth and local distortion) as well as the new mesh pressure implementation.

Other physics changes
  • increased default damper of soft breasts slightly
  • increased default downward (upright pose) gravity of small breasts slightly
  • improved breast up/down angle target's adjustment with angle (gravity physics) - (1) breasts that aren't max softness drop slightly more heavily when upright, (2) breasts don't climb up as much when leaning back 90 deg or more
  • Fat Mass gradient defaults - outer multiplier is now 0.65 (was 1.00), so fat mass decreases towards the edge
  • Fat Distance Limit - in TittyMagic, it now has the same base value whether local distortion physics enabled or not, and no longer adjusts with local compression/stretching
Morphing changes
  • reduced amount of upward morphing by 10% (equivalent to 0.9 Up multiplier in previous version)
  • improved depth morph values to better maintain a consistent breast size (reduced depth in morphing size, increased depth out morphing size compared to before)
Unified and improved calibration

Both plugins now always calibrate whenever you calibrate.
  • The precision of calibration is now near perfect - there were a couple of bugs and oversights that caused the calibrated up/down and right/left angles to be off by several degrees, which affected the way morphs were applied
  • Multidirectional calibration is a bit faster and becomes faster the lower the softness (since the soft joints stop jiggling more quickly) and the smaller the breasts/glutes
  • When any of the advanced soft physics features is enabled in either plugin and the plugin has gone through the multi directional calibration, you can then toggle any of those advanced soft physics features on or off in either plugin without another calibration. This makes it easy to compare and see the difference when using those features.
Improved morph monitoring

As you may know, the plugin listens for changes to morphs that affect the chest/hip area (excluding pose morphs), and puts calibration to pending when a change is detected.

The plugin initializes this monitoring system more quickly now, especially if you don't have tons of custom morphs. This should improve loading time on the first time you add the plugin. Note: if loading time is still slow, you can disable the monitoring in Naturalis User Preferences (but then morph changes won't be detected).

Other improvements:
  • Changes to monitored morphs are now detected instantly and there's no performance overhead.
  • Morphs that only have a small effect can be adjusted more without triggering the pending calibration. The amount you can adjust goes up to a morph slider value of about 0.150 for morphs that have a small effect, and down to 0.005 for morphs that have a major effect. Previously, any monitored morph would trigger the pending state when adjusted +/- 0.001.
Fixes, QOL & other
  • improved the way that friction drops off towards zero as hard colliders move away from the volume (previously glute collider could get stuck to the colliding object)
  • the "legs" clothing tag is now recognized as valid for BootyMagic clothing adjustment items; previously only "hip" and "full body" were valid
  • increased chest / torso / hip area dampers in the calibration pose to reduce jiggling
  • fixed issue where pectoral colliders were enabled when removing plugin if atom collision was disabled at that time
  • force is now applied immediately when changing the direction of gravity simulation (faster but not a smooth transition)
  • one of the breast base angle morphs was not defined as a pose morph
  • morphing is no longer paused when moving a detached person root control while Freeze Physics While Grabbing is enabled
  • tiny memory use optimizations
  • soft joints can be visualized for left, right or both breasts/glutes
User preferences updates
  • The Advanced Soft Physics contains new toggles for whether the new depth physics and mesh pressure features should be enabled by default. In TittyMagic, toggles for glutes are not shown, and in BootyMagic, toggles for breasts are not shown. The update rate only applies to the depth and local distortion physics. The mesh pressure force is always applied at the full physics rate.
  • In the General tab, there is a new option to not show the gravity simulation control panel by default.
  • The rest of the usual user preferences are split across the other sections.
1704975480756.jpeg
  • Hard collider friction no longer goes all the way to zero when using adaptive friction and high skin gloss. (This is how it worked in v1.1 as well)
  • Triggering memory optimization (in VAM user preferences) deactivates on-demand loaded package morphs. Previously this caused morphing to stop working, but now the plugin reactivates those morphs if they are not active.
  • Fixed error when plugin was disabled and another scene was loaded where the person had different atom scale
  • Morphing is no longer paused when moving a detached person root control while Freeze Physics While Grabbing is enabled

Credit: see below

List of new features in v1.2: https://hub.virtamate.com/resources/naturalis.33647/

Documentation updated with v1.2 content: https://everlastervr.github.io/docs/naturalis/v1_2/

ℹ️ Starting with v1.2, new releases don't have a predefined early access period, but will become free at some point (when the next batch of new features is completed).



Changes in v1.2.0 (compared to v1.2-beta5)
  • A lot of free clothing items that aren't chest/hip area items are now automatically ignored and won't show up unnecessarily in the Clothing tab
    • things like makeup, hats, accessories, jewelry and piercings, gloves, boots, cum splats etc.
    • clothing creators: region tag your items please! (More info in the docs)
  • Fixed memory leaks when drawing visualizations
  • Optimized memory use when updating text fields in the UI, e.g. things like current values of physics parameters.
  • Ensured that loading an in-plugin preset saved in v1.0.x is converted properly when loaded in v1.2.x
  • Ensured that migrating from TittyMagic 5 to Naturalis v1.2 using the auto-upgrade script works properly
  • Prevent error when saving scene/preset when the plugin is not yet initialized (e.g. when the plugin is added to a disabled person atom, and the atom is not enabled before saving the scene)


Video Credit
Physics Quality user preference

1700858767381.png


This setting adjusts the accuracy of pectoral/glute joint and hard collider physics. You can have more accurate physics on the breasts and glutes than the rest of the body and the overall scene. Thanks to @Dombl for the idea!
  • 1 is equivalent to having High Quality Physics disabled in VAM User Preferences.
  • 5 is equivalent to having High Quality Physics enabled.
  • Values 2, 3 and 4 can also be selected.
The pectoral and glute joints will have a value of 2 at minimum, so "double" the accuracy compared to normal (the reason for this is to prevent the joint from jittering/oscillating in certain angles). Setting Physics Quality to 1 will set only the hard colliders to that value.

Technically this is a multiplier on Unity Rigidbody solverIterations, but VAM doesn't normally allow setting the multiplier freely, instead High Quality Physics just flips between 1 and 5. If High Quality Physics is enabled in VAM User Preferences, this setting has no effect since everything is already at 5.

The performance impact of this setting can be very significant, even though it's not just applying high(er) quality physics on a small number of objects. You can easily lose 20 frames per second at setting 5 compared to 1 when colliding actively with just one breast.

Tweaked breast physics defaults
  • reduced down angle limit (esp. on large breasts)
  • tiny change on how size affects up angle limit
  • increased down gravity (i.e. gravity when person is upright)
  • rotation spring is less dependent on breast size (a bit higher on small-medium breasts, similar on large breasts as before)
  • increased rotation damper of low softness breasts a bit
QOL fixes - when plugin is disabled:
  • prevent updates to physics due to clothing adjustments being synced on item toggled etc.
  • prevent callbacks in various situations like when changing physics rate, toggling high quality physics, changing character etc.
  • fixed issue where breast/glute joint was not getting any gravity force when loading a scene where the plugin was already disabled
  • fixes to restoring original joint physics on disabling the plugin (should finally work flawlessly)
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