non-dforce hair and clothes that are dforce-friendly?

Is there a list somewhere that gathers dforce-friendly clothes and/or hair that aren't already dynamic?

Comments

  • 3Diva3Diva Posts: 12,027

    When dForce first came out there was a thread that people were posting what clothing items did well with dForce applied but for the life of me I can't remember the name of the thread. :( I even posted a few items there myself. I remember that I was finding quite a few of Wilmap's freebie clothing doing well with dForce.

    If the other thread isn't found and revived perhaps you should start a new one (I've thought about doing that too) - called "Does it dForce?" or something of that nature and have people posting what items they find that do well with being converted to dForce.

  • DogzDogz Posts: 912

    For Clothing pretty much anything thats Unimesh, anything with straps button pockets and seperate parts wil justl fall apart with out a considerable amount of modification.

     

  • nicsttnicstt Posts: 11,715

    No hair is dforce friendly without at least painting weight maps. I use them occasionally, when they offer a look or style I can't get with one of the dforce available - especially the new strand-related hair. Their look is another level of realism.

  • WillowRavenWillowRaven Posts: 3,787
    edited July 2019

    When dForce first came out there was a thread that people were posting what clothing items did well with dForce applied but for the life of me I can't remember the name of the thread. :( I even posted a few items there myself. I remember that I was finding quite a few of Wilmap's freebie clothing doing well with dForce.

    If the other thread isn't found and revived perhaps you should start a new one (I've thought about doing that too) - called "Does it dForce?" or something of that nature and have people posting what items they find that do well with being converted to dForce.

    I love the "Does it dForce" thread idea. I'll change the name to this thread, maybe. Thanks :)

     

    Post edited by WillowRaven on
  • WillowRavenWillowRaven Posts: 3,787
    Dogz said:

    For Clothing pretty much anything thats Unimesh, anything with straps button pockets and seperate parts wil justl fall apart with out a considerable amount of modification.

    How would someone know if something in our existing runtime is 'unimesh'?

  • LeanaLeana Posts: 13,031

    When dForce first came out there was a thread that people were posting what clothing items did well with dForce applied but for the life of me I can't remember the name of the thread. :( I even posted a few items there myself. I remember that I was finding quite a few of Wilmap's freebie clothing doing well with dForce.

    This one? https://www.daz3d.com/forums/discussion/207066/dforce-verified-functional-clothing-out-of-the-box/p1

  • WillowRavenWillowRaven Posts: 3,787
    nicstt said:

    No hair is dforce friendly without at least painting weight maps. I use them occasionally, when they offer a look or style I can't get with one of the dforce available - especially the new strand-related hair. Their look is another level of realism.

    I just bought dForce Master - Hair Simulation Presets for dForce Cloth Engine so hoping it will do the trick. I'll post renders.

  • HavosHavos Posts: 5,636
    Dogz said:

    For Clothing pretty much anything thats Unimesh, anything with straps button pockets and seperate parts wil justl fall apart with out a considerable amount of modification.

    How would someone know if something in our existing runtime is 'unimesh'?

    I don't think you can know, without owning the product and being able to examine the mesh in wireframe, and even that would not be easy since you could not be 100% certain if the mesh joins in some places are properly welded. You would find out when running a simulation, and as Dogz says above, a lot of add-ons like pockets and buttons are likely to drop off. You can fix the mesh, either in a modeling app, or by making sure the add-ons are changed to rigid follow nodes, but neither of these are tivial operations.

  • WillowRavenWillowRaven Posts: 3,787

    Since my main question is provoked by me wanting to drape conforming clothes in my existing content folder, I obviously own them. How would looking at it in wireframe help? And how would I weld what isn't welded? I know I'd do it in Hex, but how?

  • HavosHavos Posts: 5,636

    Since my main question is provoked by me wanting to drape conforming clothes in my existing content folder, I obviously own them. How would looking at it in wireframe help? And how would I weld what isn't welded? I know I'd do it in Hex, but how?

    Wireframe only helps to see if the mesh of things like pockets connects properly with the main mesh of the clothing item. Often there is a tiny gap between them. However even if they are connected, there is no certainty that the relevant polygon edges are welded at the vertices. I assume there is a way to tell this in something like Hex, but I am not sure how.

  • DogzDogz Posts: 912
    edited July 2019
    Dogz said:

    For Clothing pretty much anything thats Unimesh, anything with straps button pockets and seperate parts wil justl fall apart with out a considerable amount of modification.

    How would someone know if something in our existing runtime is 'unimesh'?

     

    You can normally tell by looking at it. If different parts have very clean and sharp edges then its probably not. You can also test a smoothing modifer on it. If seams start opening up and pockets etc start shrinking. Then its not a fully welded mesh.

    But if your machine is decent enough, just dump the deforce modifier on and doa quick test. if it disintergrates or explodes, then thats a no.

    Post edited by Dogz on
  • 3Diva3Diva Posts: 12,027
    edited July 2019
    Leana said:

    When dForce first came out there was a thread that people were posting what clothing items did well with dForce applied but for the life of me I can't remember the name of the thread. :( I even posted a few items there myself. I remember that I was finding quite a few of Wilmap's freebie clothing doing well with dForce.

    This one? https://www.daz3d.com/forums/discussion/207066/dforce-verified-functional-clothing-out-of-the-box/p1

    Yes! That's the one. Thank you! :)

    I'll have to see about reviving that thread. Or maybe I should start a new one, since that one seems to be just about the "clothing", maybe the "Does it dForce" thread would be cool, since that would cover a wider range of items and not just clothing. Hmmm I don't know which would be better. The other thread has some good info in it, but it also has pages and pages where there really isn't any clothing listed, just people talking back and forth. I think I'll probably start a new thread and ask people to only post the products or items that dForce, that way people don't have to slog through pages and pages of just back and forth conversation just to find the items that are listed that dForce well. Also the new thread could (hopefully) encourage people to try dForce with non-clothing items as well - blankets, toon hair, rugs, etc.

    Post edited by 3Diva on
  • nicsttnicstt Posts: 11,715
    nicstt said:

    No hair is dforce friendly without at least painting weight maps. I use them occasionally, when they offer a look or style I can't get with one of the dforce available - especially the new strand-related hair. Their look is another level of realism.

    I just bought dForce Master - Hair Simulation Presets for dForce Cloth Engine so hoping it will do the trick. I'll post renders.

    I didn't like it.

  • nicsttnicstt Posts: 11,715
    Havos said:

    Since my main question is provoked by me wanting to drape conforming clothes in my existing content folder, I obviously own them. How would looking at it in wireframe help? And how would I weld what isn't welded? I know I'd do it in Hex, but how?

    Wireframe only helps to see if the mesh of things like pockets connects properly with the main mesh of the clothing item. Often there is a tiny gap between them. However even if they are connected, there is no certainty that the relevant polygon edges are welded at the vertices. I assume there is a way to tell this in something like Hex, but I am not sure how.

    It doesn't need to be complicated. Add a modifier, click simulate. Watch for a few seconds.

  • WillowRavenWillowRaven Posts: 3,787
    nicstt said:

    I just bought dForce Master - Hair Simulation Presets for dForce Cloth Engine so hoping it will do the trick. I'll post renders.

    I didn't like it.

    What don't you like about it?

  • nicsttnicstt Posts: 11,715
    edited July 2019

    Can't remember now. There is a thread about the product iirc, and many folks seemed happy. Sometimes a product just doesn't suite us. :)

    I've added weightmaps to non-dforce hair and it can work well. The problem with the old hair system, is the technology, PAs did a great job of getting around its limitations. I'm hoping for great things from the new strand-based system; it does take more system resources though.

    Post edited by nicstt on
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