"Visible in Simulation"

Leonides02Leonides02 Posts: 1,379

Quick and possibly dumb question: 

When we turn a figure "off" in a dForce simulation, does this setting also apply to parented items (such as clothing?)

Same question for groups, as well...

Thanks!

Comments

  • Leonides02Leonides02 Posts: 1,379

    Seems like maybe it doesn't apply. Running a few tests, dForce runs way faster in an otherwise "empty" scene. Then I merge the simulated figure / clothing back into the scene I'm working on.

  • AlmightyQUESTAlmightyQUEST Posts: 2,006
    edited July 2019
    I don't believe it automatically applies to parented items, but I would have to double check later. I've just gotten into the habit of selecting all the items in the scene pane that I want to exclude and turning it off for them. *If it did apply, you could always turn it back on for parented items.
    Post edited by AlmightyQUEST on
  • HylasHylas Posts: 5,223

    Pretty sure you have to check off each item individually.

  • marblemarble Posts: 7,500
    I don't believe it automatically applies to parented items, but I would have to double check later. I've just gotten into the habit of selecting all the items in the scene pane that I want to exclude and turning it off for them. *If it did apply, you could always turn it back on for parented items.

    I do something similar except that I generally select everything in the scene and turn off "Visible in Simulation" and then select what I want to simulate or whatever I want to interact with the simulation. I do think that "Off" should be the default for that parameter but, last time I looked, the default was "On".

  • HavosHavos Posts: 5,576

    I am pretty sure that it will switch off all the parented items, in particularly if a group is off, so are all its children (and their children etc)

  • marblemarble Posts: 7,500
    Havos said:

    I am pretty sure that it will switch off all the parented items, in particularly if a group is off, so are all its children (and their children etc)

    I've just tried this - put a bunch of objects into a group (all the room furniture, for example) and turned off visibility in simulation for the group. It doesn't explicity turn off for the individual items in that group. Whether it effectively turns it off is another question - I'm not sure how to test that.

  • TheKDTheKD Posts: 2,711

    You can also just use the eyeball in the scene viewer, if they are invisible there, they are invisible in simulation.

  • HavosHavos Posts: 5,576
    marble said:
    Havos said:

    I am pretty sure that it will switch off all the parented items, in particularly if a group is off, so are all its children (and their children etc)

    I've just tried this - put a bunch of objects into a group (all the room furniture, for example) and turned off visibility in simulation for the group. It doesn't explicity turn off for the individual items in that group. Whether it effectively turns it off is another question - I'm not sure how to test that.

    Simple enough to test, any cloth should pass through items in groups marked with visible in simulation OFF

  • marblemarble Posts: 7,500
    TheKD said:

    You can also just use the eyeball in the scene viewer, if they are invisible there, they are invisible in simulation.

    Sorry, I'm not getting you here. I'm not talking about turning off visibility - just "visible in simulation". The eye icon in the scene viewer makes the object invisible but I want the objects visible but not influencing simulation. Or am I misunderstanding?

  • Havos said:
    marble said:
    Havos said:

    I am pretty sure that it will switch off all the parented items, in particularly if a group is off, so are all its children (and their children etc)

    I've just tried this - put a bunch of objects into a group (all the room furniture, for example) and turned off visibility in simulation for the group. It doesn't explicity turn off for the individual items in that group. Whether it effectively turns it off is another question - I'm not sure how to test that.

    Simple enough to test, any cloth should pass through items in groups marked with visible in simulation OFF

    This exactly, I'm at work but if I remember I can try this later. But spread out the objects, drop a cloth on it, and see what objects it passes through.
  • TheKDTheKD Posts: 2,711
    edited December 2019

    Oh, if you need to see them in simulation for some reason, yeah, just turning them invisible wont be any help. But if that's not a problem, you can just group everything you need invisible for simulation, and hit the eyeball on the group and they all go away so you can simulate quickly.

    Post edited by TheKD on
  • marblemarble Posts: 7,500
    Havos said:
    marble said:
    Havos said:

    I am pretty sure that it will switch off all the parented items, in particularly if a group is off, so are all its children (and their children etc)

    I've just tried this - put a bunch of objects into a group (all the room furniture, for example) and turned off visibility in simulation for the group. It doesn't explicity turn off for the individual items in that group. Whether it effectively turns it off is another question - I'm not sure how to test that.

    Simple enough to test, any cloth should pass through items in groups marked with visible in simulation OFF

    Trouble is, cloth often passes through props anyway, even when visible to simulation - I get this a lot. I often have to use a primitive with plenty of divisions to substitute for the prop surface and "catch" the cloth. But yes, that would be the way to test in general.

  • RuphussRuphuss Posts: 2,631

    is there a script existing that can make everything invisable thats not in line of sight with the currently used camera ?

    have to look for mcasuals script

    he has so much usefull stuff

  • DripDrip Posts: 1,237
    Ruphuss said:

    is there a script existing that can make everything invisable thats not in line of sight with the currently used camera ?

    have to look for mcasuals script

    he has so much usefull stuff

    Not that I know of right away, though it wouldn't amaze me if there was.
    However, what you can do, is place some iray section planes around the camera in such a way, that they cross right in front of the camera, and each plane is angled such that it goes just outside your field of view. Though keep in mind, that turning things outside your line of sight invisible may affect the lighting of the scene as a whole, so I'd first look into removing all the textures from those out-of-sight objects, and toning down some of the other properties of the surfaces there (scattering, transluscency, etc).

  • Leonides02Leonides02 Posts: 1,379

    Though keep in mind, that turning things outside your line of sight invisible may affect the lighting of the scene as a whole, so I'd first look into removing all the textures from those out-of-sight objects, and toning down some of the other properties of the surfaces there (scattering, transluscency, etc).

    Yes, this is the smart way. Keep the geometry intact. It costs almost nothing in memory anyway.

  • marblemarble Posts: 7,500
    edited December 2019

    The sensible thing for DAZ to do, IMHO, would be to default everything to "visible in simulation" = OFF. Much easier to select the few things that do need dForce interaction rather than everything else that doesn't. Or at least have an "all off" toggle switch.

    Post edited by marble on
  • lilweeplilweep Posts: 2,746
    edited December 2019
    What is the easy way to select all children? I forgot.
    Post edited by lilweep on
  • HavosHavos Posts: 5,576
    lilweep said:
    What is the easy way to select all children? I forgot.

    In the Scene pane, right click on the parent, then Select->Select Children

  • WonderlandWonderland Posts: 7,133
    edited December 2019
    Post edited by Wonderland on
  • marblemarble Posts: 7,500
    edited December 2019

    I bought it and promtly forgot I had it. I just clicked on your link and was mildy surprised to see the red "Purchased" icon at the top. I am really going to have to start writing things in a notebook - if I can remember to.

    However, again the point is to make things not "Visible in Simulation" rather than make them invisible in the scene or render. The more things that are "Visible in Simulation", the longer it takes to simulate.

    Post edited by marble on
  • barbultbarbult Posts: 26,215

    I'm having some trouble with it. Lots of things that Smart Content says are Accessories or Footwear aren't affected at all by the Accessory and Footwear toggle buttons. 

  • AnimAnim Posts: 241
    edited December 2019

    Was interested in this as well. Quick test shows that [Group -> Simulation Off] also disables the children. But the UI still shows the childrens' toggle as On. So, maybe a UI glitch.

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    Sim-Visibility_Group_1.png
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    Post edited by Anim on
  • HavosHavos Posts: 5,576
    Anim said:

    Was interested in this as well. Quick test shows that [Group -> Simulation Off] also disables the children. But the UI still shows the childrens' toggle as On. So, maybe a UI glitch.

    It is not a glitch, as for the child that is the correct setting for itself, the fact that it is overridden by the parent setting during simulation is a different point.

  • marblemarble Posts: 7,500
    Havos said:
    Anim said:

    Was interested in this as well. Quick test shows that [Group -> Simulation Off] also disables the children. But the UI still shows the childrens' toggle as On. So, maybe a UI glitch.

    It is not a glitch, as for the child that is the correct setting for itself, the fact that it is overridden by the parent setting during simulation is a different point.

    Still confusing though - at least it was for me.

  • AnimAnim Posts: 241

    While we are at it.

    Do you know a trick to avoid this edge poke through?

    I tried numerous settings in simulation. High desity mesh, base mesh, best CCD etc. more subframes, less frames. But it always ends like this.

    The cube is not a daz primitive anymore but a blender one with sub-d to get bevleded edges.

    sim-edge.png
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  • HavosHavos Posts: 5,576
    Anim said:

    While we are at it.

    Do you know a trick to avoid this edge poke through?

    I tried numerous settings in simulation. High desity mesh, base mesh, best CCD etc. more subframes, less frames. But it always ends like this.

    The cube is not a daz primitive anymore but a blender one with sub-d to get bevleded edges.

    I get that myself occassionally, but not always, so it is dependent on the object being draped against, but I do not know what causes it. I don't think it is lack of polygons, that was an issue with the Optirex dynamic engine, but not dForce I believe. 

    I tend to fix it by adding a smoothing modifier to the draped object, colling against the object it is draped against, but this is not always the best solution.

  • AnimAnim Posts: 241

    Is there a way to save / export the whole scene so I can send it to DAZ support as a zip?

    Maybe they have an idea.

  • Anim said:

    Is there a way to save / export the whole scene so I can send it to DAZ support as a zip?

    Maybe they have an idea.

    Just send a regular sceen file and tell them what products are used - try to do it without content from other providers if at all possible.

  • marblemarble Posts: 7,500
    Anim said:

    Is there a way to save / export the whole scene so I can send it to DAZ support as a zip?

    Maybe they have an idea.

    I hope you get an answer. I have always assumed it is a lack of polygons. That is often the problem when cloth falls through an object like a bed mattress or floor surface. In those cases I use a plane primitive with enough divisions to catch the cloth mesh. But that's clearly not the issue in this case. 

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