Dynamic Cloth Solutions

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  • WendyLuvsCatzWendyLuvsCatz Posts: 40,022

    I am willing to wait my self, got a lot of flack ecouraging the VWD one initially and subsequently distanced myself completely, if Kendal comes up with a superior system I most certainly will grab it and maybe VWD for Carrara but in the meantime I just make do with Poser and iClone mostly and some Optitex, its all just doing my head in.

  • Oso3DOso3D Posts: 15,085
    wolf359 said:
    Will may I ask what hair that figure is wearing?

    Woops, almost forgot to answer:

    http://www.daz3d.com/antonia-hair

    It's a very nice hair, and it has both 3DL and Iray materials.

     

  • wolf359wolf359 Posts: 3,929
    wolf359 said:
    Will may I ask what hair that figure is wearing?

    Woops, almost forgot to answer:

    http://www.daz3d.com/antonia-hair

    It's a very nice hair, and it has both 3DL and Iray materials.

     

    Thank you sirwink

  • Fragg1960Fragg1960 Posts: 363

    Now if they just made something that conforms the clothing at the outside of the elbows correctly (so the outside bend at the bone doesn't look like a shapeless bubble on every piece of clothing), that would be cool.

  • Oso3DOso3D Posts: 15,085
  • jcbunnjcbunn Posts: 271
    edited August 2016

    1. does the Bridge work with the free VWDClothAndHair Demo ?

    2. there was a script a week or 2 ago that turned any fitted item into a dynamic, would that also work with this ?

    Post edited by jcbunn on
  • Have you looked at MudBox (from Autodesk), its free if you are a student or use the student version, unlike ZBrush. Here is the quick way to make simple folds - Export just the item (showing just the shirt or clothing) in Daz, export as an .obj. Import this into MudBox, a very easy program to learn. Note the poly count in the lower right of the screen, Don't change it, don't make it higher by smoothing, just go into the sculpt brushes and add a few simple folds. All this does is bend the mesh, something I wish Daz would allow for Studio via poly or vertex, push and pull, as in Max or Maya. I gave up on Hexagon, it crashes all the time. Sculptris (free) will also work, so long as you don't increase the poly count (in Sculptris, don't use a high-poly brush, set it to minimum). Back to MudBox, what you are essentially doing is making a morph, very easy, and yes, you can distort faces and figures this way. Unfortunately, they need to be imported (or exported from Daz, at level 0, which means that sculpting on a face or figure leaves very rough areas because of the low poly count. Even if you up this, then drop it back down, it will still go back to low poly, which is too rough to really do much sculpting with. But for clothing... it works.  Then save it as a new obj and bring up DS. Click on your base clothing, same as you exported, and bring in your morph via morph loader pro. If it says its successful, then you'll find the morph in the parameters tab, which you can adjust less or more. The whole process actually takes only a few minutes, once you feel comfortable with MudBox. 

    Another thing about the program, MudBox can color your texture maps directly on your model, then save out the map file and reload in DS in the diffuse channel. (Iray- goes in Geometry channel) This works much better than Photoshop and if you are creating new textures, like for landscapes, etc, it won't reset the UV's, like Sculptris does. I assume ZBrush resets them, as well. This means you can go in to MudBox and simply work with what Daz Studio gives you, not have to redo the UV's. You can, however, set this up now in Photoshop. You can also make some very cool landscapes from simple grayscale, if anyone wants to know how, just ask. 

  • MythmakerMythmaker Posts: 606

    I will support your version of dynamic cloth, no doubt!

    Dynamic cloth is just a small piece of what I am doing, so I am not concerned about any other project's impact on my work.

    EDIT:  For an example of the complexity of my system, a full thunderstorm can be simulated, including wind, clouds, lightning, vegetation, driven waves, wet cloth/hair, and debris.  Work on tornadic effects is in progress as well.

    OMG, stop teasing Kendall, I might just faint from excitement!!!  laugh

  • MythmakerMythmaker Posts: 606

    One can possibly get two or three fabric weights into a single garment before things get "out-of-hand" and going above 2 layers can lead to nightmares.

    EDIT2:  For those trying to get layered cloth to work -- Each progressive layer on top MUST have a sub-division complexity HIGHER than the layer below it.  With a sub-d (1) quad base layer, you will need (at the very least) a quad sub-d (2) top layer or a switch to triangulation at the same division level to keep things from entering intersection hades.  Once into tri-mode, all further layers MUST also be triangluated.  DO NOT try to put a quad layer on top of a tri layer if you value your sanity (and the layers intersect).  The rest of the math is left as an excercise for the reader.

    Good tips there.

    VWD is very specific about solving multi-layer issues, both welded and unwelded. 

    I've tried a case of tri on quad and it was fast enough. Speed is everything for me...

    Other interesting finds: just deciphered the (very dense) manual further to find it's capable of selective subdivision too. 

  • MythmakerMythmaker Posts: 606

    A quick test sim on mitsu hair

  • JimbowJimbow Posts: 557
    Mythmaker said:

    A quick test sim on mitsu hair

    ^

    ^

    THIS! This is why VWD is so useful.

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