@thesexypattycake: Size matters #shortgirl #under5ftclub

Sexy Pattycake
Sexy Pattycake
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Wednesday 06 August 2025 19:16:28 GMT
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thezigguratofficial
The Ziggurat :
😳🥵
2025-08-06 19:26:38
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kalikid7059
J Dub :
😏😏😏
2025-08-06 19:20:29
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pickle_1776
Barry Branson933 :
She can handle the big stick!!!!
2025-08-10 17:40:36
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Project file + full tutorial 👉 https://www.patreon.com/goodgood3d Procedural swarm animations with Geometry Nodes. No simulations, no baking. It’s mostly noise textures displacing points, with a Scene Time node driving the W for animation. Randomising the starting position and speed per point breaks the ‘follow the leader’ look and gives it that swarmy, erratic motion you’d expect from excitable bugs. You might recognise a similar setup from my floaty dust tutorial. The difference comes once you instance objects onto the points. I used a collection of crudely animated butterflies. Each one looping a wing flap at a different speed via the NLA. To get them to face the direction of travel I opted for a basic vector math setup rather than a proper simulation (I assume simulations are always heavier to process but that’s more superstition than anything because I rarely use them). The trick is to group the displacement node setup and add a subtract node after the scene time with a group input for the value to use as an offset. Now if you duplicate the group, add an offset (1 or 2 frames normally work well) and subtract the two positions you’ve got a direction vector. Use that in an Align Rotation To Vector node and apply it to the instance on points node. Because there's no simulation it's crazy cheap to render. Full tutorial on this month's Patreon, including modelling and animating the randomised butterflies, plus the project file with an annotated node graph, textures, and the noise node group. #blenderart #3dart #gamdev #blenderartist #3dartist
Project file + full tutorial 👉 https://www.patreon.com/goodgood3d Procedural swarm animations with Geometry Nodes. No simulations, no baking. It’s mostly noise textures displacing points, with a Scene Time node driving the W for animation. Randomising the starting position and speed per point breaks the ‘follow the leader’ look and gives it that swarmy, erratic motion you’d expect from excitable bugs. You might recognise a similar setup from my floaty dust tutorial. The difference comes once you instance objects onto the points. I used a collection of crudely animated butterflies. Each one looping a wing flap at a different speed via the NLA. To get them to face the direction of travel I opted for a basic vector math setup rather than a proper simulation (I assume simulations are always heavier to process but that’s more superstition than anything because I rarely use them). The trick is to group the displacement node setup and add a subtract node after the scene time with a group input for the value to use as an offset. Now if you duplicate the group, add an offset (1 or 2 frames normally work well) and subtract the two positions you’ve got a direction vector. Use that in an Align Rotation To Vector node and apply it to the instance on points node. Because there's no simulation it's crazy cheap to render. Full tutorial on this month's Patreon, including modelling and animating the randomised butterflies, plus the project file with an annotated node graph, textures, and the noise node group. #blenderart #3dart #gamdev #blenderartist #3dartist

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