Simulation Settings explained (surface)

LoonyLoony Posts: 1,817

Hi,

is somewhere a info what exact every slider does for this:

Even if I translate them into German, I dont understand all, cuz... yeah, its some kind of physics :D

What i found out so far is, when I set bend/stiffness negative it helps to let Pants dropp under the hip, normally does they stuck at the hip, but with negative values can they move beyond this point, but at the same time the outfit gets very... Jelly like? because it dont have anymore stiffness.

Comments

  • nonesuch00nonesuch00 Posts: 18,722
    Loony said:

    Hi,

    is somewhere a info what exact every slider does for this:

    Even if I translate them into German, I dont understand all, cuz... yeah, its some kind of physics :D

    What i found out so far is, when I set bend/stiffness negative it helps to let Pants dropp under the hip, normally does they stuck at the hip, but with negative values can they move beyond this point, but at the same time the outfit gets very... Jelly like? because it dont have anymore stiffness.

    I've wondered too. You might search for cloth simulation algorithms to get a technical explanation.

  • LoonyLoony Posts: 1,817

    Not sure if a "tech explain." helps me xD that sounds already very professional :D

  • Richard HaseltineRichard Haseltine Posts: 107,960

    Visible in Simulation - if off then that will be ignored completely by the dForce simulation

    Collision Layer - all parts of a single item need to have the same value, if you want one garment to be on top of another (both simualting) then give the outer one a higher value.

    Self-collide - if On then the cloth will check to see if it is hitting itself, if Off it will check nly other objects. On is better (no weird self-intersection) but slower.

    Collision Offset - the distance at which dForce decalres things to be colliding and tries to separate them. Sometimes you will see warning that spring legnths (edges) are shorter than the offset - that means dForce is fighting itself (it stretches the edge to make it greater than the offset, which adds tension that tries to pull it back) - a few such warnings are no issue but if you see a lot you want to adjust the offset (or give up on dForcing that part of the model).

    Dynamic Strength - 0, the mesh won't move (but may still be collided wth, unlike visibilty off), 1 it will take the full effect of the simulation. Intermediate values rduce the effect of the simualtion. Setting Dynamic Strength to 0 is a way to pin things in place.

    Density (GSM) - the weight of a square metre of the fabric, in grams.

    Contraction - Expansion Ratio - less than 100% and the fabric is like Lycra, it tends to shrink in elastically. Greater and it will stretch out.

    Most of the other early settings cotnrol the nature of the fabric, in fairly obvious ways. I'm not sure I can give a clear idea of what the last few do beyond the obvious implications of their name.

  • LoonyLoony Posts: 1,817
    edited April 2020

    Thanks Richard.

    For the Collission Layer, does that mean if I have a Jeans and a Shirt and I wanna let the Shirt dropp on the Jeans (to make a cloth pile) should the jeans have the Value 1 and the Shirt the Value 2? But all surfaces of the Shirt the value 2?

    I had here the dforce onesie from the store and I think it had default different values on the surfaces.

    About offset, yeah some products have xtreme long "expand" calulations... which can cause a horrible long calc. and its sadly not cancleable without killing the softare complete :(

    With Density can I make stuff more "heavy"? like I dont want that the sleeves of a Shirt dont fall so fast? (if I use weightmap then they do just kinda stay where they are).

    The Onesie had at the trims also Velocity values used, but... no idea for what :D

     

    Post edited by Loony on
  • Richard HaseltineRichard Haseltine Posts: 107,960

    Yes, if you want the shirt on top of the jeans it should have a higher layer value. It wold be highly desirable to be able to set different values within an item, but as far as I know it isn't possible (it certainly wasn't, and I don't recall any changes).

    Heavy items will tend to hang down more, rather than less - the setting is onlt weight, it doesn't make the fabric stiffer (which I think is what you want) - that would be done with the other settings.

  • LoonyLoony Posts: 1,817

    Oh yeah I want to have them not so hard hanging. Like I tested around how to dropp (full) tights and after making bend/stiffnes to -0.25 or whatever they passed the hip, but did fall down then so crazy...

    (I wish I would know how to use Zbrush & co, then I could just make morphs, but.. low IQ+less Time is a breaker^^... is breaker a correct word? uh whatever).

    And yes stiffness is good, like Catherine told me one time: I should try to think a bit different, daz3d can not do all what we can do in real, but I always wanna still try it^^.

  • FrankTheTankFrankTheTank Posts: 1,481

     

     

    Self-collide - if On then the cloth will check to see if it is hitting itself, if Off it will check nly other objects. On is better (no weird self-intersection) but slower.

    I found something perhaps useful here to others new to dforce, not sure if its been mentioned elsewhere. But in my experiments, I've found if you want to use Dforce on older non-dforce compliant clothing. I've found my success rate has improved dramatically just by turning off "self-collide". And the animations still look almost as good with it off. I test first with it on, it it crashes or makes the clothing "explode", I turn it off and try again, I'd say at least 50% of the time or more, it works for me on things that would not work otherwise.

  • LoonyLoony Posts: 1,817
    TGSNT said:

     

     

    Self-collide - if On then the cloth will check to see if it is hitting itself, if Off it will check nly other objects. On is better (no weird self-intersection) but slower.

    I found something perhaps useful here to others new to dforce, not sure if its been mentioned elsewhere. But in my experiments, I've found if you want to use Dforce on older non-dforce compliant clothing. I've found my success rate has improved dramatically just by turning off "self-collide". And the animations still look almost as good with it off. I test first with it on, it it crashes or makes the clothing "explode", I turn it off and try again, I'd say at least 50% of the time or more, it works for me on things that would not work otherwise.

    Thanks, I will keep that in my  mind (hopefully!)

  • LoonyLoony Posts: 1,817

    https://www.daz3d.com/forums/discussion/comment/2904951/#Comment_2904951

    Thats the post :D but thanks :)

    If you wanna make a comment post link click on the timestamp under the avatar:

  • SevrinSevrin Posts: 6,313
    Loony said:

    https://www.daz3d.com/forums/discussion/comment/2904951/#Comment_2904951

    Thats the post :D but thanks :)

    If you wanna make a comment post link click on the timestamp under the avatar:

    It's not a discussion thread, just a listing of the properties with an explanation for each.  Not a whole lot has changed in the dForce cloth properties, so there hasn't been an update.  I have that thread bookmarked because dForce can make you nuts.

  • LoonyLoony Posts: 1,817

    Yeah but, my question was just about surfaces, so I just made sure it link now to the surfaces ;)

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