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  • 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)
Short demo of the current physics at 100 softness and with Local Distortion Physics enabled, at three different breast sizes:


Music: Too Soon by Diamond Ace feat. Nymbius CC BY-SA 3.0; video license CC BY-SA 3.0

Joint base angles

Joint base angles are breast/glute rotation morphs that function similarly to physics parameters. The purpose is to allow for adjusting the breast/glute angle without affecting physical behavior in any way. The morphs were created by rotating the actual pectoral or glute bone (similar to how angle targets apply rotation) - while the morphs are not perfect replicas of how the shape changes when rotating the bone, they're close enough.

By default, the breast up/down base angle is +9, effectively cancelling out almost all the droop that the plugin's physics settings cause relative to VAM's default physics, up to about a medium size:

droop_comparison_medium.gif


The smaller the breasts, the more accurately the droop is cancelled out with the default angle of +9. If the angle looks off, simply adjust the base angle and calibrate. You can use the "Enable calibration state" toggle to load the calibration pose, pause the plugin's real-time updates to morphs etc., and freeze the scene. This way, it should be easy to get the angle "just right".

The base angles are available in the Up/Down Angle and Right/Left Angle parameter windows:

angle_windows.png


These windows also contain the corresponding angle target and angle limit parameters.

Calibrated angle limits (TittyMagic)
  • Joint up/down and right/left angle limits are now calibrated for different sizes
    • For small breasts, the limits are not super tight. Making the limits too tight would just make the breasts look like they "drop harder" than would be realistic for their size.
    • For medium-large breasts, the limits are pretty close to the angles that the breasts naturally due to gravity.
    • For very large breasts, the limits are increased compared to the default VAM values, but there's a lot of room for them to be increased. Essentially, the limits for very large breasts keep the angles in check and prevent the breasts from drooping out of control, while still allowing for a better range of movement than by default in VAM.
  • The up/down base angle offset is automatically subtracted from up angle limit - basically, if you rotate breasts up by increasing the base angle, the angle limit is decreased by the same amount, ensuring that the breasts can't move too far up when there is some force pushing them up (e.g. when model is upside down or when simulating upwards gravity).
Other defaults changes (TittyMagic)

TittyMagic's defaults have been updated. This is mostly just adapting to the new base rotation parameters and the calibrated angle limits, but also an attempt to just improve the default behavior a bit.
  • Increase Up and Sideways In morphing by 20%
  • Fat Back Force is 0 unless using a negative quickness offset on the main screen
  • The custom gravity force on the breast joint is decreased for up/down and right/left directions. It's now closer to normal gravity and stays constant across different sizes (but it still decreases the lower the softness).
  • Rotation Spring is decreased a bit, and its gravity adjustments (joint angle based adjustments) are removed. The gravity adjustments were problematic with the already decreased spring, so the breast rotation spring is now constant in different poses.
  • Doubled rotation damper for low softness breasts
  • Angles targets now adjust along a range based on softness (with the angle being 0 at softness 0)
    • This is closer to how it used to work in Naturalis v1.0
    • Up/Down Angle Target adjusts between -6 and +6 at max softness, based on pose (-6 when upright, +6 when upside down)
    • Right/Left Angle Target adjusts between +5 and -5 at max softness (+5 for inward rotation when leaning to the side, -5 for outward rotation when leaning to the opposite side)
Due to the physics changes as well as the below collider changes, all of the following parameters are ignored (= they use default values) when restoring any previous version's plugin parameters from a preset/scene JSON:
  • "Up Gravity", "Down Gravity" and "Sideways Gravity" multipliers (in Breast Weight window)
  • "Offset" sliders of Rotation Spring, Up Angle Limit, Down Angle Limit, Up/Down Angle Target, Right/Left Angle Limit and Right/Left Angle Target parameters
  • "Up Gravity" and "Down Gravity" multipliers of Up/Down Angle Target
  • "Sideways In Gravity" and "Sideways Out Gravity" multipliers of Right/Left Angle Target
  • "Base Mass Multiplier" and "Mass Multiplier" sliders of hard colliders
Collider changes
  • Overall, breast hard collider mass is reduced, and reduces further when size is increased; just trying to balance out how easily breasts of different sizes can be moved with collision by default
  • When decreasing softness to a very low value, collider spring increases and and damper decreases sharply - the colliders become "harder"
  • Collider mass, spring and damper sliders have a max value 4.00
    • You can still get up to 20x the default value by combining the base and collider specific sliders
Obsolete stuff
  • The Gravity Offset Morphing slider is removed from TittyMagic's Morphs window - it's obsolete due to the up/down base angle which is a far superior way to counter the droop.
  • Removed the "Apply changes only to left breast" and "Apply changes only to left glute" toggles from physics parameter windows. It's easy enough to just adjust the value and tell the difference before/after.
  • Removed the Linear Limit parameter that was added in v1.2-beta1. It wasn't really useful.
Calibration
  • Loading scenes saved with previous versions will cause the plugin to calibrate instead of skipping calibration
    • this is due to the new Up/Down Base Angle parameter having a non zero default value, and due to changes to the calibration pose
    • to be able to skip the calibration, save the scene again with this plugin version (can't do that with scenes in var packages, of course)
  • Joint springs in the calibration pose are loosened up a bit (still much more rigid than the default pose though), and the chest is straightened out a little (it was tilted upwards too much)
  • The root control is no longer ungrabbable in the calibration pose (it could get stuck like that in case of an error during calibration, or when loading the calibration pose manually from the var)
  • Calibration data is no longer unnecessarily included in legacy pose/look presets
Fixes
  • Fixed issue where the plugin calibrated on scene load when it should've just loaded the data from the saved JSON (introduced in v1.2-beta1)
  • When setting hard collider depth, the GPU colliders associated with hard colliders that provide collision with clothing and hair are now correctly updated
  • Fixed issue where the default clothing profile didn't take effect if the clothing item was already equipped when adding the plugin. This issue was introduced in v1.1.11 and is present in the latest v1.1 free version.
  • Fixed restoring glute joint angle targets when bootymagic is disabled/removed (third time's the charm...)
  • Fixed restoring mass from VAM mass slider to the joint when the plugin is disabled/removed
Hard collider spring and damper

In VAM, every collider in the body has a joint which adds physical characteristics like springs and dampers to the collider. This update exposes the springs and dampers of breast and glute hard colliders for adjustment, and applies new default values.


1699283400934.png

  • Added sliders Base Spring Multiplier and Base Damper Multiplier, and corresponding sliders for each individual collider
By default, damper is now 10x the normal value, spring is 3x the normal value, and mass is increased as well relative to previous versions. Overall this produces more controllable collision behavior, colliders will adapt better to being pushed and there's less resistance to movement, but slight collision events are still resisted and the breasts shouldn't feel too light to the touch.

The values will be fine tuned for different sizes and softness values in the next beta.

UI
  • Hard collider adjustments are now shown on the right side in the same info panel used for clothing adjustments
    • Values are shown for individual colliders when not using default slider values for those colliders, e.g. in the screenshot above "Pectoral1" has a non-default radius offset, all other sliders are at default values
    • This allows you to easily see which colliders and parameters have non-default values
  • Resized/repositioned the adjustment info and gravity simulation elements to take less space outside the plugin UI
  • Clicking on "< Adjustments Info" or "< Simulate Gravity" now animates the transition of that button to the closed state, and vice versa
Fixes/other
  • Fixed a major issue that produced incorrectly sized body colliders as an unintended side effect (introduced in v1.2-beta1, not present in v1.1)
  • Calibration pending due to atom scale being changed will now be cancelled if you undo the scale change
QOL and UI
  • Added a Force-Enable Atom Soft Physics checkbox to the user preferences:
    1698876242851.png
    • Default: disabled. Enable it to prevent preset loads from disabling soft physics on the atom and causing confusion due to soft physics being enabled in the plugin itself but not working.
  • Improved the layout of soft physics parameter windows:
    1698876577927.png
    • the Value Gradient and LDP sliders are split into subsections and their info texts are expanded upon
    • the fat collider previews toggle and opacity slider are moved from outside the UI to the bottom
  • Opening the UI when the person atom is disabled will just show the text "GameObject is inactive, likely due to the Person atom being disabled." The UI cannot be interacted with until the atom is enabled again, and for the most part, triggering the plugin's parameters should not cause any errors.
Fixes
  • Fixed issue with the nipple's soft physics collider being far too large. Collision with the nipple is now more accurate.
    • Nipples actually have two soft physcis colliders, and the second collider's radius wasn't being updated, and only the first collider was being visualized.
    • Friction is also updated to the second collider properly now.
  • Fixed issue where the new Right/Left Angle Limit parameter in BootyMagic adjusted the the angle of breasts instead of the glutes.
  • Fixed restoring target angle param values when disabling/removing plugin (again)
  • Fixed issue where the plugin did not work when added to a disabled person atom, or when loading a scene where the person atom is already disabled
    • Now, Naturalis will initialize once you enable the person atom. Triggers in the scene targeting Naturalis will not work until then.
Improved hard colliders



Hard colliders have undergone a complete overhaul.
  • their positions (and radiuses) are now much more accurate
  • improved collider visualizations: left/right counterparts have the same color, and the collider's radius and target vertex position are shown
  • the colliders adapt to arbitrarily large or small breasts or glutes at any atom scale
  • their adjustments are more intuitive: adjust depth instead of xyz position, adjust depth and radius simultaneously for all colliders
  • calculation of hard collider mass has been reworked
  • hard collider friction has been reworked
Due to the overhaul, any hard collider parameters saved in previous versions are not used. The new setup is too different that the previously saved hard collider slider values don't translate well. This applies both to in-plugin presets and to the plugin data that gets saved/loaded with scenes and VAM plugin presets.

Collider positioning and sizing

Each collider has a hand picked target skin vertex (indicated with the yellow plus sign) that it attaches to at its surface. The colliders arrange neatly to fill the volume with very little clipping in different poses and different breast/glute sizes and shapes.

The radius of each collider is automatically calculated to fill a fixed portion of the breast/glute width, ensuring the colliders are properly proportioned for different breast/glute sizes and shapes.

When soft physics is enabled, the colliders automatically move deeper into the volume (perpendicularly away from the target vertex), and reduce in radius as well. This leaves a gap between the skin and the collider surface. The higher the softness, the greater the depth and the larger the gap - this makes the core of the breast smaller the softer the breast. Same with glutes. You can further adjust the depth using the base depth offset and collider specific depth offsets.

The colliders now maintain their sizes and positions perfectly at any atom scale. (Note: there are still other non collider related issues with atom scale that need to be fixed.)

Collider mass
  • Collider mass is automatically set to 1/5th of the normal value when using High quality physics.
    • High quality physics uses 5 solver iterations for collisions (compared to 1 when off, I assume it's per physics update), apparently this means that one fifth the hard collider mass produces the same amount of force back to the joint.
  • Collider mass doesn't change as much with breast size when soft physics is enabled
Improved hard collider friction
Colliders keep track of their position relative to several soft physics joints around the breast/glute when soft physics is enabled. When soft physics is off, skin vertex positions are used instead. Collider friction drops sharply with the collider's protrusion outside the breast/glute skin - this ensures the colliders maintain their friction as long as they are inside the volume they're meant to fill.

The previous implementation didn't work very well: colliders would often have zero friction, and the friction didn't adjust as designed in any other shape than the normal downward gravity breast/glute shape. The new implementation is much more reliable and works automatically no matter what the current shape happens to be since it's based on continuously calculated distances.

Although the calculation is pretty simple and fast, I limited the rate of calculation/update to 20 Hz just in case.

UI updates

Hard colliders UI updated:

1698156699346.png

  • the Collider popup defaults to "Select...", i.e. no collider is selected/highlighted by default
  • offset XYZ sliders replaced with the Depth slider
  • added base radius and base depth sliders that apply to all colliders at once
  • exact collider radius and depth values are displayed
  • Show Previews defaults to Both Breasts / Both Glutes, and allows selecting Off, Left, Right or Both
  • added a navigation button to the collider friction settings (in Skin Materials 2)
Reorganized and grouped the physics parameter navigation buttons in the Physics tab (new parameters highlighted):

1698156986897.png


Fat back force parameters are combined into a single window:

1698156614797.png


Other:
  • all views are updated to use the customized slider which has slightly larger quick buttons (previously only used in the Clothing tab)
  • elements in the Clothing tab are deactivated (uninteractable) when no clothing item is selected
Physics

Added new parameters: Linear limit, Up angle limit, Down angle limit, Right/left angle limit.



These parameters control the range of motion/rotation for the pectoral or glute joint. The values are set to the fixed values that VAM uses - they're not yet calibrated to the breast/glute size and there's no dynamic adjustment, they're just exposed for manual control.

Fixes & other
  • Fixed breaking (blank plugin UI) bug when loading a scene where the referenced clothing profile had a target profile set
  • Fixed issue where the target profile was not set properly when loading a scene where the referenced clothing profile had Profile Off set as the target profile
  • Fixed a couple of other minuscule technical issues in the clothing profile system (probably had no noticeable effect)

With this release, Naturalis v1.1 is out of early access! Download from the free resource's page: https://hub.virtamate.com/resources/naturalis-free.35101
Just patching up some memory leaks.
  • Potentially faster loading for users with a lot of morphs in the installation if the "Monitor: Check For Size Changes" checkbox is unchecked in user preferences
  • Freeze joints when calibrating to help in situations where Physics Link is used to target the joints of the person being calibrated
  • Fixed issue introduced in v1.1.0 where the right breast was morphing incorrectly when soft physics was off
  • Fixed issues with integration between plugin instances on different atoms
  • Fixed issue where the user preferences file could get unnecessarily saved multiple times during initialization
  • Added a ToggleEnabled keybinding action (for users of Acidbubbles Keybindings) which toggles the plugin's enabled state via the checkbox in the Plugins tab
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