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Good question, does that work? I thought this was happening because the simulation was trying to let points under strain spread out to have more or less the same distance between them, and so more points=more surface area ultimately. But it could be that density is weighted by vertice also. If changing the density fixes this that means calling density GSM is hogwash and that needs to be fixed even worse, don't need a cloth to fall inexplicably faster if I subdivide it.
There's a surface adjuster that is quite fun to experiment with for different cloth effects :) click image for larger view
wow... nice.... thanks for sharing
Is there any way to download the Studio Beta manually? I get to a page, but all it's got are the different content packages. Not the BETA of the program.
As far as I know you have to get the beta thru DIM. You have to check the beta versions in your filters.
Laurie
SURFACE ADJUSTER is the total way to go when you want to play with some of those dials!
it will help PREVENT explosions.
some of you may not understand what is meant by an explosion.
this is what it looks like:
lol - great explosion
it's one of yours! Calliope for V4. I went WAY back for that.
DForce needs work, but as far as I'm concerned it's one of the best things EVER! lol As soon as they get the bugs worked out, this is thing is going to be amazing! It already is pretty amazing, imo! :)
Morphing Fantasy Dress on G8F:
I'm not sure which dress this is, but I was tickled that I could get a laying down pose to finally work:
Another question just occurred to me — one of the limitations in Optitex dynamics is that the cloth is semi-fixed to its original size; it's possible (but not easy) through lots of fiddly adjustments to shrink a cloth surface in X and Y independently, but expanding anything by more than a tiny fraction will cause the drape to crash immediately. Is dForce more flexible with resizing, or does it have an easier way to do it?
Nope, really easy here. Just use that surface adjuster to expand or shrink the cloth and voila! ;).
Laurie
So far, excluding bugs, it's great tool for fun ;)
I wonder, if it's possible to collide a couple of persons with soft couch - until now it was imposible for more than one person :)
Hahahaha, no wonder it’s such an “elegant” explosion, quite artistic lol ;)
You can also repose your figure, and use any clothing morphs after the simulation without the drape resetting, which is a HUGE advantage over Optitex IMHO.
Thanks Allen and Bee... yea, just home from work and reading through the thread. I see all the info I didn't have time to look for. I'm totally stoked about that. This is truly a game changer. I guess my subscription to MD is on the shelf then! No need.
My other question is, is there a way to save out the sims as morph targets?
OH, and this has been asked but would love a solid answer.
Is there a wind option so that caps, bell sleeves and the like can get some air movement?
For saving, not sure if this answers your question specifically as I don't know about morph targets, but the end of the first post here talks about saving:
https://www.daz3d.com/forums/discussion/203081/dforce-start-here#latest
And yes there is a wind node, basically like adding a fan to the scene. Haven't done much with it yet to get details, but enough to know it works.
Yes, I've draped objects, exported it as .obj, and imported back in to the original as a morph, using morph loader pro. Works fine.
Arrgh! Right comment, wrong thread...
how to avoid such explosions (sorry i am newbie)
seems 'm missed this thread,
How is D-force going to work with MarvelousDesigner clothes?
On what system where the test running and how long the calculation actually takes, as it's passed in the vids.
+1 one for daz's more open communication, even if it's still beta!
make D-force work with MarvelousDesigner and make lot of MD fans happy....
Personally 'm more for realtime physics, but guess that would not be in a free version of the soft (wich sounds good for me, as long as it's doing the job well).
i like your signature :REQUESTING MORE ZBRUSH TUTORIALS @ SHOP SUBJECTS CREATING: CHARACTERS/CLOTHES/SHOES(HEELS,BOOTS)/MORPHING/HAIR/TEXTURING,...
special the creating characters part, i never found a tutorial that teach how to create a new character from scratch to final package.
other things are in store
Very well, try a mesh density of 10-12 to start, raise or lower if you're not getting the folds you want in DS. Some things work better as quads, some are better left as tris.. just have to play with it to find out which works best for that perticular item. Remember if you have buttons/etc to leave them as seperate props and parent them with rigid follow nodes, makes life easier.
Betas are only available via DIM.
As far as I know, they work fine if the poly count is low and the item uses subdivision to achieve a higher poly count.
How long the calculations take depends on whether you're using CPU or GPU; the first time I ran one it took 10 minutes but that was on CPU. GPU with an nVidia card takes a little over a minute.
Yes, that would work, though the coat would probably pose problems. Most of the male clothes I tried fell apart at the seams, or simply "exploded". There's also the issue of polygones in the collision. But it would be worth trying.
Some people successfully used it on low poly hair by turning off self collision. You'd probably even could use it for soft body stuff, but at this stage (there's some amazing molten people earlier in this thread ), it's officially just for clothing simulation. I'm really looking forward to the developement there, and I'm happy that you also can use your older clothing and things. The process is pretty straight forward, and I've actually for the first time used the map paitning tools in Studio. Took me a while to figure out that for substracting from the map, you need to keep the Alt-key pressed... but then, it worked really nicely.
The simulation uses the geometry of the base mesh. SubD doesn't help here, it will only be applied after the sim has finished. If you want finer folds, increase the density of the base mesh.
Actually you can use polycount to regulate your fabric's behaviour in a dForce sim: Low poly items will drape like stiff, unwieldy fabrics. High poly items will drape like fine, soft silk. Of course this can be enhanced further by using the appropriate surface settings. But never forget that the base geometry plays an important role, too.