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I would try the VWD demo (although you would still have to pick up the DS bridge for it) as I've not had any crashes in quite some time and really the only settings I use in VWD are the nailing, fixed verts, ocassionally the wind and that's pretty much it. I leave everything at default settings and usually get nice looking drapes.
Every now and then I might adjust gravity or softness just to see if it would help a drape work better.
I went ahead and warily sprang for the set. The dress I wanted to use it on: too big apparently? Once when I closed it, it crashed Daz. It gives me an error about a txt file not existing when I launch and there's an undocumented Import Obj when I set something as cloth/hair.
But I did use it to do some other things. The memory limitation is ridiculous but maybe it'll make some of the old clothes I've picked up cheap more usable.
The author recently lowered the prices of the bridges to $10 bucks to try to get more sales. It's tough out there for allot of folks.
Sickle and Fisty, I love all your works but I don't use Genesis anything much any more so all I do is admire the promos and hope you make some good dough to pay the bills. I hear you about rigging, weight maps and JCM's, can be a nightmare and sucks up allot of time.
I'm all for seeing a more built in, robust dynamics engine built into DAZ Studio. It's needed, folks are getting more and more realistic skins, models and now hair is getting there but some of the conforming clothing is lacking in realistic movement, wrinkles and folds so it's a must in today's world of CG dolls....
Are you referring to VWD? I'm surprised you encountered limitations...I've used it on something as intense as the Vogue Gown from the store and it works fine. Full floor-length gown with wrist-length arms. Maybe you did some extra subdiv on it?
I got a memory crash on an unsubd 25k Med-Rez Charity Hair, among other things. I've been working with the software all afternoon and I've achieved a single satisfactory test result. Lots of memory errors, a few random exceptions and I tried to do a dynamic simulation once ala the Sickleyield tutorial video I found, and the animation timeline just didn't work. I'm not QUITE at the point of having a meltdown and demanding my money back but it's definitely frustrating.
How much RAM do you have?
I have 16 GB ram in my system. You may want to try unchecking the multi thread box or maybe it's labeled as cores or something like that. Once I unticked that I've not had any crashes.
Couple other items of note, only import into VWD what you absolutely need (just what the cloth or hair will collide into, and the cloth/hair itself)
If you have a ton of items in your scene, VWD may not build the filelist fast enough so you will have to delete some items from your scene first. Usually I delete everything but the collision items and the hair/cloth and when the sim is done, save it as a new scene them merge it into the original and remove the duplicate collision items and the cloth.
If you hide parts of a figure or object that the cloth/hair will never touch in DS then when import them into VWD, the geometry will not load for the hidden parts.
Weird. I have 32GB. My tests so far have been pretty limited, scene-content wise. That save and re-merge thing is a good tip though. I need to retry the dynamic simulation now that I've seen the 'animation' checkbox in the collision import dialog.
Digitally painting on the finished render in Photoshop using photoshop brushes.
I just asked the guy who made the program - Virtual World Dynamics doesn't work on Mac computers. It's been 3 years since VWD was released, so I doubt a Mac version will ever exist. I'd buy it in a second if it did.
I dont understand why autofit and dynamic clothing cant be melded together to create an excellent draping system. Autofit will defenitely put clothes on a model but result in shrink wrap for any model that has anything other than that maniquin/top model body. Dynamics can drape nicely on a model, but it can also slide of the model, fit pourly, etc. Why cant a clothing model be created that has a rigging that will asure that it fits to any body type, but has a dynamic property that allows it drape naturally, based on material types (cotton, polyester, etc) around that rigging? Is that what VWD does? If so, daz needs to buy that up and put it to use. Autofit is four generations old now. I really dont know anything about dynamics so i could totally be over simplifying, but, clothing needs fit all body sizes better than it does now.
VWD has no capability to handle materials; you have to alter stiffness mostly via guess because of the variable of the mesh densities. Mostly what it does is set up collision and let the cloth/hair respond to gravity and/or other stuff.
dreamfarmer:
Not necessarily true. VWD handles materials just fine. You can set any desired attribute to default material zones in cloth structures, and you can create new material zones (even within DS) for creating desired affects in VWD.
The true issue lies with mesh structures. Namely, vertex distances that differ between the myriad of clothing (and hair) out there, whether dynamic or conforming.
What is needed is an auto-mesh remesher system within VWD akin to Atangeo Balancer (which retains MAT Zones), but which could also deliver clean tri-mesh such as an isotropic remesher, or Delaunay unstructured tris (à la Marvelous Designer). This way, all meshes, regardless of structure would be handled identically to the vertex thresholds in place, and a definable cloth library could be built to apply to any MAT Zones for different cloth properties.
For all the quad-ophiles out there, one step further would be the need of an auto-quad retopo system (à la zBrush zRemesher) at the push of a button before the return trip back to Studio. I say via an input button, because there are some (like me) who do not require the quadrangulation of the mesh afterwords (although, nice to have).
Also, regarding RAM specs and usage. It does not matter if you have an absurd amount of RAM such as 500 Gigs installed (anyone there yet?), because VWD is only a 32 bit program, and max RAM usage is only 4 Gigs.
Only CPU cores matter, and the more, the better. That is what the whole Multithreading Toggle is about. My measly 4 core system gives me 8 core multithreading. The more you have, the better, faster simulations you will encounter.
And, there was a major change to the multithreading coding past version 408 to try and accommodate all the out of memory issues people were having with high density meshes. The downfall is the need to turn off multithreading now for lower to extreme low poly meshes, or VWD could (or does) crash.
DaremoK3,
Thanks for the info. As I've mentioned before, my dream is that DAZ would merge VWD as an integral part of D|S, make it work behind the scenes and automatically so you don't have to fire up a separate script. Just load some clothing and it automatically makes it cloth and starts a realtime simulation as you move stuff around the scene.
It uses GPU's (which Gerald is working on) to make the response immediate, rather than a separate simulation. It does some fancy stuff to make it quick and easy to choose what to nail to the collision object, and it becomes the standard way to add clothing to a figure. No more of that conforming clothing, well, nonsense. Sorry, but I hate conforming clothing and morphs and bones and fitting and poke thru and so on. With a cloth sim you don't worry about any of that, it's like placing clothing on someone in the real world.
And your idea of a ZBrush-like remesher in D|S is brilliant. I would LOVE that.
I hope there is a GPU and CPU option; I often have something rendering whilst running a sim in VWD - yes my computer hates me. :)
I found the geometry editor to be my friend with VWD
you do not need to sim all a garment or all at once so slicing up and hiding bits with the geometry editor on each load of a garment you can run separate sims on different pieces.
That's a good idea.
I tend to Fix or Pin in VWD. Fixing and Unfixing is easy, unless it is a series of poses of course.
I tend to agree. Record labels put out straight ahead jazz albums even though the sales are low. TV networks produce news programming even though there is little profit for them. There are holes in the content ecosystem that allows me to ignore the lure of fresh new figures and the various support add ons for them. There is probably a way for Daz to release less popular items in order to create a more complete catalog and attract a more diverse group of artists. By diverse I mean those interested in a broader range of subject matter.
I meant the real world definition of 'materials'. not 3d Material Zones. I JUST READ on the Renderosity forums that supporting preset materials is hard because of the difference in meshes. So I think my statement stands as a reasonable answer to those uninitiated into the mysteries of VWD. Heck, your third paragraph is nearly incomprehensible and I spent 10 hours yesterday in a crash course on VWD.
Thanks for the tip on when to turn OFF multithreading. As I now understand it, high polycount is much less relevant to crashiness than how bunched up the mesh is. I still haven't learned the proper workaround there.
I admit I'm not coming to VWD from the point of view of somebody who hates conforming clothing. I tend to buy clothing stuffed full of morphs and bones. I became interested in VWD because I like to do extreme poses (legs curled up tight, for example) that just fail with conforming clothes. Unfortunately they're not much better under the direction of VWD so far, but I'm trying.
Do dynamic clothes even exist within Daz without the add-on thing? Like, can I download freebie dynamics and use them with VWD despite not having any experience, content or understanding related to dynamic clothes?
The longer a product takes to make, the more sales it needs, compared to one that takes a week to make, to make taking the time amd effort worth doing more items like it. Folks like SickleYield keep saying this, amd after some of the stuff I've worked on my self, feel they're correct to want that.