How to set a mattress to collide with the geoshell?

ps2000ps2000 Posts: 278

Hello,

so I want to make some indentations in a matress (because it looks strange without if a person sits on a bed). I searched through the forum and I think I found the solution: Making a geo-shell around the figure, apply the smoothing modifier to the mattress, set the mattress to collide with the geoshell, then adjust the size of the indentation by scaling the geoshell up and down (https://www.daz3d.com/forums/discussion/219071/morphing-bed).

I accomplished to create a geo-shell around the figure, but then I am stuck. How exactly can I do the rest, I can't find these options in daz? How can I apply a "smoothing modifier" to the mattress etc?

Thanks

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,052

    Select the mattress, Edit>Object>Geometry>Apply Smoothing Modifier, in the Editor tab of Parameters go to the mesh Smoothing group and set the Collision Target. How well this will work will depend on the resolution of the mattress mesh - if it's too coarse it won't do anything, if it's too fine you will get a peculiar local indent that matches the figure shape with no effect away from the figure.

  • scorpioscorpio Posts: 8,533
    edited July 2018

    Select the matress in the scene tab and then in the little lines and arrow drop down go to Edit > Geometry > Add Smoothing Modifier, when this is done you can find the controls for smoothing in the parameters tab under smoothing.

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    Post edited by scorpio on
  • ps2000ps2000 Posts: 278

    Thanks.

    So I added the smoothing modifier and I think I also set the collision target correctly.

    But I get a dent instead of an indentation ( see image below).

    Any ideas?

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  • nicsttnicstt Posts: 11,715
    edited July 2018

    You need slight space between character and 'soft body'.

    negative gravity can be useful.

    My deviant art page has some items I made specifically turning into cushions and similar; they have the geometry and the material zones.

    Post edited by nicstt on
  • gederixgederix Posts: 390

    The smoothing mod will only allow you to collide a dent so far before you punch through with the feet, you could try also applying a deformer to the mattress to push the surface down enough for the smoothing mod to work properly. You can also play with the smoothing and collision intervals.

  • ps2000ps2000 Posts: 278
    edited July 2018

    Sorry, I think I translated that incorrectly into english (Sorry for my bad english, it's not my mother tongue). 

    I would be happy if I could get a dent into the mattress but instead I got a bulge which forms over the feet. The exact opposite of what I want to achieve.  Why is that?

    nicstt said:

    You need slight space between character and 'soft body'.

    negative gravity can be useful.

    My deviant art page has some items I made specifically turning into cushions and similar; they have the geometry and the material zones.

    Sorry, I don't get it. Does the character not  have to collide with the matress, so that the smoother/matress "knows" what is has to form around?

    And if I use negative gravity doesn't that blow the matress up so to speak? Wouldn't I have the then a bulge which forms around the feet?

    Thanks

    Post edited by ps2000 on
  • ps2000ps2000 Posts: 278

    Strange, if I do the same thing with primitives it works.

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  • ps2000ps2000 Posts: 278
    edited July 2018

    Hell, it gets stranger and stranger. I tried to get an indentation on the bed with a primitive. And it works phantastic (see image).

    Why do I get a bulge over the feet if I try the same thing with a character?

    Also tried it with a different bed, same problem.

    Thanks

    primitive2.PNG
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    bed2.PNG
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    Post edited by ps2000 on
  • nicsttnicstt Posts: 11,715
    pschroed said:

    Sorry, I think I translated that incorrectly into english (Sorry for my bad english, it's not my mother tongue). 

    I would be happy if I could get a dent into the mattress but instead I got a bulge which forms over the feet. The exact opposite of what I want to achieve.  Why is that?

    nicstt said:

    You need slight space between character and 'soft body'.

    negative gravity can be useful.

    My deviant art page has some items I made specifically turning into cushions and similar; they have the geometry and the material zones.

    Sorry, I don't get it. Does the character not  have to collide with the matress, so that the smoother/matress "knows" what is has to form around?

    And if I use negative gravity doesn't that blow the matress up so to speak? Wouldn't I have the then a bulge which forms around the feet?

    Thanks

    Don't think about the real-world, to solve the problem; although both objects collide with each other.

    You want indentations; generally I find it easy to have the figure in their pose, and have the object they are resting on (or positioned under) move and shape. A lot of products don't have the geometry, or can't be sufficiently separated.

    I position the character with just a swimsuit (or unclothed if there are issues); I then position the items. I cheated here and used the dforce items I created (The third one that is taller, shows the original height.), and adjust the height.

    I set the gravity to a negative value - sometimes as high as -1, but generally -0.2 to -0.5 is sufficient.

    I then run the simulation; I specifically exclude other items, which is especially appropriate as the dforce hair shown here will slow it down. We want the correct shape on the cushions; once we have that, I freeze them (NOT exclude them).

    I would then put on what clothes are needed, and run simulations on them, leaving the hair till last. I also use VWD, which some of the time gives better results (and allows one to tweak it). I do like being able to run the sim within Studio though.

    One thing to bare-in-mind, is that mesh lights, and various items that are/may be invisible can get in the way; I don't think cameras do, but I just presume everything does and Turn Off - Visible in Simulation. It saves on having to rerun them.

    Save often; remember to freeze simulation as well as include or exclude items.

    ... Do NOT clear simulation data - unless you want to reset ALL items (including those excluded from the simulation and frozen).

     

    deforce example pre-dforce.JPG
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    deforce example after-dforce on bed-cushions-etc.JPG
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    deforce example quick render.JPG
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  • ps2000ps2000 Posts: 278

    Your examples look really good. But according to your explanation I assume that you used d'force to achieve these results?

    Before trying to get indentations with smoothers and a geoshell I tried d'force too (there was a good tutorial about a footstool somewhere here).

    But boy were the results atrocious. I think that as you said the beds I have simply don't have the right geometry. 

    It irks me that I have five different beds but can't get the right indentations in one of them.

    I am thinking about getting the d'force bed or are there some free alternatives?

    Thanks

  • nicsttnicstt Posts: 11,715
    edited July 2018

    I did use dforce; no idea if any alternatives. The freebies on my deviant art page may work; use a bed, hide the mattress, and use an alternative as the mattress.

    Not only is the amount of geometry important, but it needs to be even in size; often there is too little, and far too much variation in size.

    Post edited by nicstt on
  • KaribouKaribou Posts: 1,325

    Not sure how complex your pose is, but I've had pretty good luck in the past (before dForce existed) just using d-formers. Just create one on the bed's geometry, adjust the size of the field, then move the d-former until the bed is appropriately compressed.  You might need 2 or 3 to get the right effect, but they're quick to apply and can be easily tweaked.  Just a thought!

  • ps2000ps2000 Posts: 278

    Thanks for the hint about d-formers. It seems to be a bit more complicated than the other methods at first glance. I will study it when I have more time.

    On another note: If I put shoes on the character and make a geoshell from them I get the indentations I want. So why doesn't it function with a geoshell of the complete character. It must have something to with the specific characteristics of the character-geoshell.

  • The Blurst of TimesThe Blurst of Times Posts: 2,410
    edited July 2018
    pschroed said:

    Hell, it gets stranger and stranger. I tried to get an indentation on the bed with a primitive. And it works phantastic (see image).

    Why do I get a bulge over the feet if I try the same thing with a character?

    Also tried it with a different bed, same problem.

    Thanks

    This is why, when I only use Smoothing Modifiers, I almost always use a non-visible Primitive Object to create the effect that I want.

    Just click on the Eyeball thing in the Scene tab once you've made the dent that you want. After I create the indentation with the primitive, I position the figure that I want to render into the indentation.

    I never use the two figures that I want to render as the interacting objects. It gives you a lot less control over the outcomes.

    Post edited by The Blurst of Times on
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