Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
IIRC, right now it's 32bit, but I think it is LGA so it can use up to approx. 3Gb. So running it on a massive box won't be much better than a 6-8Gb machine (depending on how much DS is using).
Edit: Yes, it's 32bit. You can find out a little more about sytem needs here
Here's an example of a conforming clothing gown sim in VWD. It had something like 60,000 vertices, generated 1.6 million springs, and according to VWD only used 168MB. My Windows task manager agrees, loading Studio and running that sim only used maybe 400MB.
I've used VWD a lot, and only remember twice when I hit the limit of allowable springs. And those were for some conforming clothing that was an absolute mess and had no business being used in a cloth sim.
Unless you want some real detail like tons of buttons and pockets and so on, you gotta ask yourself if you should even be using a cloth sim for something like that.
Like I said, I don't think the limit is memory, it's the fact that with too many vertices/springs the simulation is too slow. That's why it puts up a warning message when you exceed, and doesn't allow you to run it.
I assume that will change when/if he finishes making it a GPU-based application, which apparently he's working on now. That should be much faster, therefore allowing more complex mesh which takes more memory.
oops I just realised why I did not see the quoted comment
NM
Thanks for the images ebergerly.
Here's the same thing done in Blender just for interest sake. I copied the same initial design, added a few loop cuts, widened the pants and then added the springs on the side. The inner thigh didn't quite meet up, so I would probably have to start with the models legs a bit further apart, or go in an join them manually but overall it's not a bad result for ten minutes of work.
I don't understand what the difference is in the mesh of conforming clothing versus prop/dynamic clothing - other than the conforming clothing is rigged. Can't the rigging just be eliminated?
If you're using Poser, yes. Daz Studio's dynamic system is a whole different ball of wax.
In poser any object can be made dynamic, in DS, it is more complicated. The main problem is lack of welded vertices and rigid parts such as buttons and buckles. In poser you can define these parts in addition to the dynamic parts, in DS not so much. In addition to VWD there is a simple plugin at rendo that turns most conforming clothing into dynamic, works great about 50% of the time depending on the clothing.
Except back then, MD wasn't around...
...yeah I know. They should have waited as MD was far more financially accessible than Optitex Runway designer.
There's two things here...
First, yeah, VWD when it does a sim on a rigged, conforming clothing, just pretty much copies the mesh (discarding the rigging) and makes a new mesh that it does the simulation on. At the end of the sim, both the rigged and sim'd mesh are in your scene.
As far as the difference in mesh, sims generally like uniform, clean mesh that doesn't have intersecting mesh. For example, if you have a belt around a pair of pants, and the belt mesh actually has parts that go "inside" the pants mesh, that causes havoc for the simulator when it tries to calculate collisions. And if the mesh is nasty in terms of non-uniform stuff like many-sided polygons and mesh where the vertices are super close together or there are duplicate vertices that were never cleaned up and so on.
Mesh designed for cloth sims takes all of that into account, but mesh designed for rigging doesn't need to care about all that. Doesn't mean it's NOT clean mesh, it just means that you need to use your head when deciding if you're going to use the rigged clothing in a cloth sim and expect reasonable results or overflows and crashing. I've seen some rigged clothing (like the Vogue gown I showed) that looks very nice and clean. Others I've seen are horrendous.
Thanks for the Blender stitching images. My big issue with that feature is that once you've done the stitching, you're stuck with what you get. The problem is that it doesnt' do a "scale" or "shrink wrap" on the resulting clothing. Yeah, it has a shrink wrap feature, but IMO it's totally useless. Totally. So for me at least, after you've stitched it you still have to take it into Studio and do a VWD sim on it.
Oh, and the other issue with the Blender stitching is most times I've tried it I get a mess, and have to spend a lot of time tweaking and re-tweaking to get something usable. I pretty much gave up on it in favor of VWD
BTW, here's an example of a VERY clean mesh in a dress shirt that I think comes with Studio. And it has over 260,000 vertices. But there are a couple of problems with it...
First, there are attachments like buttons and the pocket which are not attached to the shirt, and if you do a cloth sim they just fall off. And there are also areas where parts of the mesh poke thru other parts, which can cause problems with the sim. In spite of the nice clean mesh, I'd never use it for a cloth sim because it all just falls apart.
As far as memory, with all those vertices it only uses a few hundred MB during a VWD simulation. So I'm kinda surprised that some are experiencing out of memory problems, especially with 32GB of system RAM. Like I said, I suspect there are other issues going on rather than just needing more memory.
Thank you for clarifying this!!!.
the reality is that Dynamic clothing works best when is was MODELED for dynamic
simulation from the very beginning.
I make my own dynamic cloths as well as conformers.
and understand that there are many things I do with my conformers
to add physical surface details that I would NEVER do with a
Dynamic piece.
Another example of how what appears to be a beautiful mesh can cause total havoc with a cloth sim...
That nice clean dress shirt, if I do a cloth sim it runs fine. Fairly fast, almost real-time. However, if I make the mistake of turning on "self collision", it grinds to a halt and pretty much freezes. That's because the small buttons with tiny distance between vertices, and the poke-thru and intersecting mesh causes the sim to go nuts. Nothing wrong with the sim, just a very poor choice to do a cloth sim on a mesh that wasn't designed for a cloth sim.
So in Poser it's possible to take a piece of rigged conforming clothing and remove the rigging - and use the mesh in the Cloth Room as dynamic clothing? Is this process called something specific? Does anyone know if there are instructions or a tutorial somewhere that explains how to remove the rigging and convert it into dynamic cloth?
Thanks!
You can actually create a hybrid of conforming and dynamic clothing in Poser, here is a short video tutorial https://www.youtube.com/watch?v=iqrgvw76MB8
Hi, thanks for link. I watched the video. I'm not sure I understand what he's saying. Is the dress he's using a rigged/conforming dress, or a dynamic cloth dress? It appears he is putting a conforming dress on her, then in the cloth room, running a cloth sim on it. Does that mean you can use any conforming/rigged clothing in the cloth room and it's somehow magically converted to dynamic capable cloth?
Yes, it is a conforming dress "partially" converted to dynamic. It's an "old" trick discovered many years ago, it's just that dynamic cloth isn't too popular, because it takes more work. There are even some hybrid clothing items for sale at Rendo which use this "hack". Here is an old thread in the old rendo poser forum that might be a bit more informative https://www.renderosity.com/mod/forumpro/thread/print/?thread_id=2517340
To respond to your original question, if your wanting to create cloths, Pegusus Modeler available here might be a good choice. I have it, but haven't use it a lot. However, the turorial videos are very good, it's was quite easy for me to learn, and seems quite stable too. It definitely makes creating clothing easier because that is what it was designed to do. I've also found hexagon quite easy to learn, and Rocket 3F looks quite interesting as well (you can just re-register the free version as many times as you want if you don't model enogh to justify paying for it, in fact you can re-register more than once the same day to "extend" the license for a longer period).
As others have noted, it's more about what works for you, and the way you think. Blender is the obvious best choice for low cost and long term growth, but isn't the easiest to learn. Carrara is also a very good option, the only draw back with it is that it seems to now be DAZ abandon wear, but it is still an awesome product and worth a look. I used to do a lot of work in C4D, it has a great modeler, but is rather expensive. I can do the same with low cost or free software though, so I never upgraded from vesion 6 (or maybe it was 7). Focused products like Pegasus Modeler are really nice if they do what you are looking for, but will be limited (though using the focused product along side other products can be quite useful). If I were just starting out, I would look at Blender first, and give it a serious try. I would also look at Hexagon (the DS bridge is a big plus with it), Rocket 3F (this one looks very easy to learn), Wings (never could come to grips with it), and possibly Silo. One thing that is on my wishlist is 3D Coat, because it's cheaper than zbrush, and has many of the same capabilities, but before investing in it, I will give sculpting in Blender a serious look.
Hope I didn't just make things more confusing, but there really isn't a simple "one size fits all" answer.
Moment of Inspiration.
www.moi3d.com
I was messing around with something similar earlier this year - box modelled (but not simmed) in Blender:
Waiting to see what happens in the next couple months before putting any more time into it. I'd buy VWD, but I'm hoping for a native solution and all the automation via scripting that should come with it.
- Greg
Hopefully the Daz Gods will bless us with a native solution sometime before the year is out
I am really hoping so.
I believe it's called 'clothify' - so if you search for tuts on clothifying something in poser you should find something.
I really hope so too. I bought VWD but it crashes like crazy for me (long support thread at Rendo but no solution). The other big hope is for an improved (and faster) cloth sim in Blender. I belive they have updates for 2.8 in the pipline.
How is VWD dfferent than just exporting a piece of conforming clothing from Poser as an .obj prop - then importing it, and using it as dynamic clothing in the cloth room?
Here is an example of an EASY 3D program:
Let me preface this by saying that I know how to model...most of you folks already know that. I'm not great at it tho...lol. But I've had Rocket 3F for three days and was able to make the cable pictured just by following a video. There is no manual for the software, but it has not only tool tips when you hover over the tool that says what it is, it also tells you HOW to use it. VERY nice. I'm loving this software...a LOT. LOL.
FWIW, I've never made anything like this cable. Ever. So that too is a watershed moment for me. Hehe.
For a reference, I've watched vid after tute after vid about Blender - for years - and still can't make something like this in it. I watched one video one time for Rocket 3F and made that cable.
Laurie