Fairly @fairlymanaged.com · Nov 25

Neither! Surface Deform'd Cage with Dynamic Paint Displacement, some bone constraints for the splay when touching the ground, some geonodes that take the DynPaint displacement and use that to make the flesh bulge, and use that map in a shader to lighten the sole on contact.

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TwoScale · Nov 26

Thank you for writing out your workflow ^_^ We might try this with our own stuff, cause yours looks so good!