>>2876015>>2876035What's the rush, lmao?
Both have their contacts in the descriptions, by the way, so you could just ask them directly.
Cross "shadows": XXシャドウ (im10212009).
Ripply water: MirrorWater.
Reflective floor: WorkingFloor or MirrorFloor.
Shader: hard to say for the second guy. Some non-toon shader that hardly uses physical-based shading (this might be an illusion caused by using skydomes as stages or reflective floors + low shadow density) but at the same time makes use of normal map materials, whose appearance very strongly resembles Ray-MMD, and if so, it's using main_ex_sphmap. The first guy uses some non-toon, non-PBR shader. Could be ExcellentShadow in combination with N3+C.
Also some form of diffusion and one of the myriad effects (possibly "Fireflies") spawned by Soboro's TexSnowLite if not the original.
>>2876068Also see Ademar440's public files for a version with PP already attached if that's what you want.
+ RyuS1, a.k.a. David, is the original porn Sin Sack.
>>2876154Who knows, but there's a non-password-protected link on Pixiv.
>>2876020BDEF4_Recoat from na7 plugins would be enough to put in the weights for most torsos, but if the bulged area is weighted to several torso bones—as it should be—you will run into a hideous deformation issue if she crunches. My best solution for that was to make a separate mesh with most of the upper body weights gone, except at the edges where it joins the rest of the body.
Bone chain: movable base bone parented to lower body > hidden bone parented to upper body 1 and locally parented to the base bone, with a bone tracking rigid attached > child physical bone with all the weights, physical body joined to the bone tracking rigid. Probably improvable by using IK bones to limit rotation.