"Think time's over? It was long over already, you were just too distracted by the woman in red to wake up to it, Neo! Apropos, the fact that one is unable to escape Death has little to do with the fact that one gets caught by sharp blades of a merciless scythe; it's has to do with the fact that one gets caught by a mesmerizing, deep gaze. And whenever you stare into the abyss long enough, the abyss stares back at you (and it just takes a femtosecond, and when one realizes it, if one realizes it, it's too late)".
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Even though I actively added censor bars to this picture, the original, IMHO, has no explicit nudity given the low angle that occludes the breasts and specific illumination angle that casts a shadow onto the pubic region (not to mention how the "vag..." in the uncensored CharMorph's Antonia Polygon character is a vague, low-poly vertical rift, and I didn't sculpt a better/proper one like I did with the toenails and vampire fangs because my actual focus isn't even pornographic to begin with).
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A little more than 3 hours rendering this 2K image, even though it (accidentally) used all the CPU cores (usually, I set it to use a single thread so not to toast my old i5-7200U). I let the computer doing the rendering while I went to sleep.
The appearance of tapetum lucidum in Cycles rendering, as well as the negative-valued overlay of make-up (initially the lips, later expanded to eye shadows and the cheek rubor/blush typical of red-hairedness) are something that I still need to improve because, for some reason (actually, the energy conservation rules inherent to the Cycles engine), an Add Shader with negative-valued color (which is both my attempt to imitate the real-life behavior of pigments aka "CMYK/subtractive", and an attempt to have the make-up independent from the CharMorph NodeGroups whose output is a BSDF instead of a sRGB color value that could be changed seamlessly further down the node flow) is either imperceptible (if I stick to the same Diffuser BSDF I've been using with Eevee) or too aggressive (if I use Emitter BSDF), and the emitting-reflective surface I come up with for tapetum lucidum material seems to always glow a vivid green no matter the camera angle and light conditions (for comparison, in Eevee rendering, as seen in the video I published a few days ago, the tapetum lucidum behaves very close to the actual thing, with the eyes ranging from void black to green as intended).
#ArsRitualisTemplii #3dmodeling #blender #demoness #succubus #Lilith #surreal #lovecraftian #occultart #thanatos #grimreaper #liminalspace #liminalhorror #horrorart
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Even though I actively added censor bars to this picture, the original, IMHO, has no explicit nudity given the low angle that occludes the breasts and specific illumination angle that casts a shadow onto the pubic region (not to mention how the "vag..." in the uncensored CharMorph's Antonia Polygon character is a vague, low-poly vertical rift, and I didn't sculpt a better/proper one like I did with the toenails and vampire fangs because my actual focus isn't even pornographic to begin with).
----
A little more than 3 hours rendering this 2K image, even though it (accidentally) used all the CPU cores (usually, I set it to use a single thread so not to toast my old i5-7200U). I let the computer doing the rendering while I went to sleep.
The appearance of tapetum lucidum in Cycles rendering, as well as the negative-valued overlay of make-up (initially the lips, later expanded to eye shadows and the cheek rubor/blush typical of red-hairedness) are something that I still need to improve because, for some reason (actually, the energy conservation rules inherent to the Cycles engine), an Add Shader with negative-valued color (which is both my attempt to imitate the real-life behavior of pigments aka "CMYK/subtractive", and an attempt to have the make-up independent from the CharMorph NodeGroups whose output is a BSDF instead of a sRGB color value that could be changed seamlessly further down the node flow) is either imperceptible (if I stick to the same Diffuser BSDF I've been using with Eevee) or too aggressive (if I use Emitter BSDF), and the emitting-reflective surface I come up with for tapetum lucidum material seems to always glow a vivid green no matter the camera angle and light conditions (for comparison, in Eevee rendering, as seen in the video I published a few days ago, the tapetum lucidum behaves very close to the actual thing, with the eyes ranging from void black to green as intended).
#ArsRitualisTemplii #3dmodeling #blender #demoness #succubus #Lilith #surreal #lovecraftian #occultart #thanatos #grimreaper #liminalspace #liminalhorror #horrorart










