DForce Wind Node not working

It's has been a while since I last used them but I'm pretty sure I did all the seetings correctly but there's no way for the cloth to be moved by the airflow.

I loaded the cape, set the Dforce modifier, added the DForce Weight node, painted it the right way, added the Wind Force and set it to 5MPH. When I hit the Simulate button, the cape falls on the char but no hint of wind at all. I even set the speed to 50 and put it closer to the char, nothing happens.

Did I did something the wrong way?

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,000
    edited April 25

    Did you make sure the wind node was positioned and sized to affect the cloth? It seems to work for me, rather dramatically with these settings (the plane was above the sphere initially).

    dForce wind.jpg
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    Post edited by Richard Haseltine on
  • ImagoImago Posts: 5,658
    edited April 25

    Yes, I'm sure I did all right.

    I even created a test scene, like the one you shown in the pics. The "cloth square" falls on the gorund completely ignoring the Wind Node that was about ten centiemeters away from it and set with 50MPH Strength.

    All the simulations works fine, clothes, flags, ropes, all behaves the right way but the Wind node seems to be ignored.

    It has been a while since I last used it and swapped a couple of GPUs in the meanwhile, could it be the source of the issue?

    Ah, forgot to say that it's the same in the Alpha 2025 release, I did a test just to be sure.

    Post edited by Imago on
  • Richard HaseltineRichard Haseltine Posts: 108,000

    Here's my test scene if you want to see how it does on your system

    duf
    duf
    dForce wind test.duf
    448K
  • ImagoImago Posts: 5,658

    Thanks, I'll try it.

  • ImagoImago Posts: 5,658
    edited April 26

    I tried your scene, Richard. Using it as it is, all works fine, the cloth is moved away by the Wind Node. But if you enable the Dynamic DForce on the Sphere too, the sphere is moved away but not the square. This is something new.

    The first behaviour confirmed what I found yesterday while making more tests: If both Wind Node and Cloth are at zero rotation, the wind is ignored. As soon as at least one of them is at 0,1 rotations, the wind works again.

    P.S.

    Changing rotations on the Wind Node or the props incredibly changes the behaviour of the cloth in the scene. Just make a few tests yourself, bringing the wind node from 0 to 45 x Rotation for example.

    Post edited by Imago on
  • Richard HaseltineRichard Haseltine Posts: 108,000

    Well, rotating the wind node shold chnage the behaviour - remember that it isn't constant throughout the scene, it has extent and fall-off.

  • ImagoImago Posts: 5,658
    edited April 27

    Richard, could you do this test in the scene you sent me, please?

    Please, delete the Sphere and duplicate the Plane moving it a bit behind the first. Then move the Wind Node's X rotation to 8. For me, the "front" plane falls down like there's no wind node, while the one behind it seems to grab some air flow and bends slighlty. I checked and both planes are in the influence of the "wond tunnel" generated by the node.

     

    Post edited by Imago on
  • Richard HaseltineRichard Haseltine Posts: 108,000
    edited April 27

    It looks reasonable to me, the near plane shielded the further plane to an extent (and is in fact in contact with it at the top)

    dForce Wind 2.jpg
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    Post edited by Richard Haseltine on
  • ImagoImago Posts: 5,658
    edited April 28

    This is what I get: The two planes falls down like there's no wind node.

    But I forgot to say I'm simulating the whole timeline not a single frame.

    Wind result.jpg
    1108 x 670 - 194K
    Post edited by Imago on
  • Richard HaseltineRichard Haseltine Posts: 108,000

    Ah, let me try with a Timeline then - do you have a pre-timeline phase or does it jump straight in, and what about stabilisation at the end?

  • Richard HaseltineRichard Haseltine Posts: 108,000

    Yes, I fail to get any wind effect using the Playrange simulation, regardless of Stabilisation or Pose Transition Time settings.

  • ImagoImago Posts: 5,658

    Richard Haseltine said:

    Yes, I fail to get any wind effect using the Playrange simulation, regardless of Stabilisation or Pose Transition Time settings.

     Ah, finally we found the issue. Sorry, I should have said before that I was trying to create an animation!

    Could you please make the devs aware of this?

  • Richard HaseltineRichard Haseltine Posts: 108,000

    Imago said:

    Richard Haseltine said:

    Yes, I fail to get any wind effect using the Playrange simulation, regardless of Stabilisation or Pose Transition Time settings.

     Ah, finally we found the issue. Sorry, I should have said before that I was trying to create an animation!

    Could you please make the devs aware of this?

    I'll check the alpha )tomorrow), see if it is an issue there or only in the DS 4.x.x. branches.

  • Richard HaseltineRichard Haseltine Posts: 108,000

    Fails in the 2025 Alpha too.

  • ImagoImago Posts: 5,658
    edited April 30

    Richard Haseltine said:

    Fails in the 2025 Alpha too.

    Yes, I tried that too.

    If it can be helpful, I'm 100% sure that the DForce simulation on timeline range worked perfectly in 4.12 some time ago, I remember I created a few banner in a windy scene, while now it stopped working like in 4.23 and the Alpha. The cloth falls donw like there's no wind node.

    Probably, as I thought at first, there's something different in the GPU drivers. If I'm not mistaken, NVidia is removing the support for Physics, perhaps it's related to that?

    Post edited by Imago on
  • Richard HaseltineRichard Haseltine Posts: 108,000

    I don't know, but I don't believe that dForce uses anything like PhysX  of whatever the nVidia thing is - dForce is broadly device-agnostic. It may be that there is a setting that needs adjusting, we may hope that a simple script will fix it.

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