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Daz 3D Forums > 3rd Party Software > Blender Discussion

Good CLOTHING simulation tutorial for Blender?

DrGonzo62DrGonzo62 Posts: 382
June 23 in Blender Discussion

Hi,
I'm currently trying to get clothing sims working in Blender. What a nightmare!

What's taking me mere minutes to do with DAZ dForce, is an uphill battle with Blender's cloth simulation.
While there are tons of cloth sim tutorials out there (plane draping on a cube), I can only find very little with clothing items on characters.

As an example, I don't understand why this gown does what it does in the simulation.
I weight painted the Shape/Pin Group vertex group to have full effect on the upper part of the gown, and yet at the first frame of the simulation, I see the gown being altered there by the simulation when Collision is turned on.
Why is that?
The only way I've managed to have zero simulation effects on parts of the clothing is to make a Pin group and only select the vertices that I want to exclude from the sim.
Isn't weight painting supposed to take care of that?

DAZ dForce to Blender cloth sim.
Aren't there any good clothing sim tutorials explaining the process?

Thanks!

Image 1: Not simulated yet
Image 2: First simulated frame.
               Distortions on upper clothing parts due to collision with G8F, although this should be weight painted out?
Image 3: dForce Pin vertex group

 

BL Clothing Sim FR 1.jpg
670 x 868 - 71K
BL Clothing Sim FR 2.jpg
650 x 856 - 74K
BL Clothing Sim WP.jpg
705 x 861 - 50K

Comments

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,226
    June 23

    I feel your pain. This is probably the weakest point in Blender; sometimes the settings that work are an order of magnitude off of the defaults. Try scaling everything up 10x and increasing the collision distances on the cloth and collision objects. Also choose a simulation preset for the material, probably cotton.

    If you can, just use Marvelous Designer.

  • DrGonzo62DrGonzo62 Posts: 382
    June 23

    OK, thanks. yes
    Glad to see that I'm not the only one struggling with this.
    And just when I thought that Blender is a 100% substitute for DAZ. Goes to show you that a 'does it all' app like Blender might not be for everyone.
    Not having decent clothing simulations is almost a deal breaker for me, despite the fact that I'd take Blender over DAZ for everything else.
    Even though it doesn't have something like Iray section planes either.

    I'll try your scaling it up tip. Let's hope that helps.

  • PadonePadone Posts: 4,014
    June 24

    Diffeomorphic does import the dforce pin maps for you and set the collision parameters. There's usually no need to scale 10x. If you want to do it yourself it may be useful to read the issue discussion, where some reference is also linked.

    https://bitbucket.org/Diffeomorphic/import_daz/wiki/Features/Simulation/Make dForce Simulation

    https://bitbucket.org/Diffeomorphic/import_daz/issues/410/better-dforce

  • DrGonzo62DrGonzo62 Posts: 382
    June 25 edited June 25

    Hi Padone, thanks for the links.

    While simulating "simple" clothing items works pretty well, Blender's cloth simulation becomes a mess with more complex clothing items, like that gown in my example. The sleeves have to collide with the gown, and the gown with the figure.
    That's when the Diffeo Simulation setups no longer work well. Which is a Blender issue, and not a Diffeo one.

    DForce in DAZ is primarily used for clothing simulations and well set up for this, often producing good results right out of the box.
    In Blender, it's called cloth and not clothing simulation for a reason. Most people wear clothing items and not just a cloth, so this has often very different requirements.
    Good collision & self-collisions are much more difficult to achieve than they are with dForce, IMHO. Blender just isn't geared for that purpose like DAZ is.
    And - God! - is it time consuming fuzzing with all the different sim settings in Blender when the sim falls apart at the end and you have to tweak it and then start it all over again.

    If you - like me - frequently pose characters in a scene and have to adjust their clothing for a given pose, it becomes an issue when you have to spent too much time on tweaking the simulations.
    In my experience with Blender's cloth sim, weight painting is not really working all that well.
    I've weight painted the Pin vertex group at 100% in my example which, as far as I understand, should remove all those vertices  from the simulation, and yet, I still see those verts being affected by the sim. I can't have that, because that means that I have to go in and sculpt smooth all that out again after the sim.

    I'm quite surprised that I haven't seen this being mentioned here before, considering that (I'd guess) most people use DAZ for character renders, which would include adjusting at least some clothing items on their figures. Unless everyone is naked all the time, of course! ;^)

    My main concern here isn't if Blender can ultimately achieve similar results than DAZ dForce sims, but how long it would take to get these results.
    So, I guess I'm just wondering how other DAZ to Blender users deal with this. Do I just have to spend even more time with this until it's just like using dForce?

    [Frustrated rant OFF]
    Thanks! smiley

     

    I've added some images to illustrate the issues. From left to right:

    A. Simulated in DAZ. dForce Medieval Style Outfit for Genesis 9

    B. Simulated in Blender. Only collision item is the character.
    C. Alternate view. All the dForce Pin Groups are Diffeo generated and seem adequate.

    D. Simulated in Blender. Added Collision to the upper skirt and removed the under skirt, since it was blowing everything up.
    E. Alternate view. I have not been able to achieve anything remotely like the DAZ sim. Adding self-collision makes things even worse. I've played with tension, vertex weight, friction, separate weight painted vertex groups for collisions & self-collisions trying to exclude parts of the clothing from the simulation, internal springs - you name it.

    Can anyone (who has this asset) show me a sim done in Blender that looks anything like it does in DAZ?

    DAZ G8F Healer Gown.png
    350 x 567 - 176K
    Blender Gown Sim No Col A.jpg
    409 x 568 - 55K
    Blender Gown Sim No Col B.jpg
    369 x 580 - 56K
    Blender Gown Sim A.jpg
    389 x 559 - 45K
    Blender Gown Sim B.jpg
    454 x 571 - 67K
    Post edited by DrGonzo62 on June 25
  • PadonePadone Posts: 4,014
    June 25

    What dress is that if you can link the product page I may be able to give a look and let you know what I find.

  • DrGonzo62DrGonzo62 Posts: 382
    June 25 edited June 25

    I've just added the link. smiley
    And this is a different gown than my very first example. That was simpler than the latest one that consists of different meshes.
    First gown: Camilla Gown

    Post edited by DrGonzo62 on June 25
  • wolf359wolf359 Posts: 3,931
    June 25 edited June 26

    I'm quite surprised that I haven't seen this being mentioned here before, considering that (I'd guess) most people use DAZ for character renders, which would include adjusting at least some clothing items on their figures. Unless everyone is naked all the time, of course! ;^)

    My main concern here isn't if Blender can ultimately achieve similar results than DAZ dForce sims, but how long it would take to get these results.
    So, I guess I'm just wondering how other DAZ to Blender users deal with this
     

     

    Cloth and other VFX simuation is a low priority for the Blender foundation just as it is not much of a concern for the Blender community at large
    This is because cloth simulation it is a character animation related task and the Blender community is dominated by
     Hard surface modeling enthusiasts not Character animators.

    Check out this recent thread where I have to school the Blender “pros” on how a nonlinear motion clip system really works.
     This is only after some guy apparently has created an addon that finally gives us blender users the same  true nonlinear motion clip capability that we have had in Iclone and Daz studio for a decade.indecision

    https://blenderartists.org/t/i-made-an-addon-to-combine-animations-in-both-time-and-space/1599041/10


     
    Stop wasting your time with Blenders Cloth or hair system and simulate with Dforce and use the Alembic exporter by

    @TheMysteryIsThePoint
    and export to Blender and get on with your lifecool 

    Post edited by wolf359 on June 26
  • PadonePadone Posts: 4,014
    June 26

    Yes exporting with Sagan is certainly a good option if you want to animate in DAZ studio, while Diffeomorphic is more designed to animate in blender. To export single poses simulated with dForce you can also use DIffeomorphic as dbz which bakes the viewport. While I agree the blender simulation could be improved, I generally find it manageable.

    Going to check the medieval gowns.

  • PadonePadone Posts: 4,014
    June 26 edited June 27

    update. Camilla Gown.

    Well I tried the Camilla gown and didn't find any issue it worked just fine out of the box. Only caveat is I had to set the cloth quality to 16 that was the default but it seems the addon lost it. Now reported to Thomas. Let me know if you have any trouble but should work fine.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2508/regression-dforce-quality

    steps:

    1. import the scene
    2. select the Camilla Gown and G8F then "setup > simulation > make dforce simulation", this will create the cloth and collision modifiers
    3. go to the cloth modifier and set the quality to 16, also enable self collision, hopefully this will be fixed soon by Thomas
    4. bake and run the simulation

    update. The dforce quality is fixed in the last commit.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

    camilla-2.jpg
    326 x 474 - 44K
    Post edited by Padone on June 27
  • DrGonzo62DrGonzo62 Posts: 382
    June 26 edited June 26

    @wolf359
    Thanks, I'll check it out.
    You're right, it seems that Blender is more of a substitute for Maya or 3DS Max.
    There's definitely some DAZ functionality that I'm missing in Blender.

    @Padone
    Thanks for checking! I'll try increasing the sim quality. Do you also change the collision quality as well?
    Not sure why there are two settings for that to begin with.

    The Camilla gown was my backup choice, but I really would like to use the Medieval Style Outfit for G9.
    The problem with that outfit is that it is comprised of five separate meshes, which severely complicates the collision/self-collision in Blender.
    As you can see, there are no problems with odd sleeve deformations using dForce.

    I may just have to stick with single-mesh outfits in Blender for now.

    Post edited by DrGonzo62 on June 26
  • PadonePadone Posts: 4,014
    June 26 edited June 27
    1. The collision quality is good at 4, you only have to increse the cloth quality.
    2. The picture above was unlucky, the figure actually has the leg bended and the dress draping over the thigh, picture now updated.
    3. Going to check the Medieval Outfit, however be aware that G9 in general is much heavier than G8 so to work with blender G8 is better.
    Post edited by Padone on June 27
  • PadonePadone Posts: 4,014
    June 26 edited June 27

    update. Medieval Outfit.

    Works fine here. There's a little caveat that diffeomorphic doesn't recognize the weightmap for the sleeves, so I had to assign them by hand, now reported to Thomas for the fix. For the various dforce pieces I decided to join them into a single cloth, so self collision takes care of everything. You could also assign different collision collections but seems overcomplicated in this case.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2511/g9-bones-can-be-all-deform-bones

    steps:

    1. import the scene
    2. I had to assign the sleeves weighmap by hand, this will be fixed by Thomas
    3. join the various dforce pieces into a single one: object > join
    4. select the dforce piece and the figure then "make dforce simulation", this will create the cloth and collision modifiers
    5. increase the cloth quality and set self collision, until Thomas fixes it
    6. bake and run the simulation

    update. The sleeves weightmap is fixed in the last commit.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

    medieval.jpg
    371 x 521 - 55K
    Post edited by Padone on June 27
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,226
    June 27

    Hi Guys,

    I should add that the next version of Sagan, which I should have out the door in a week or two, can (among other things) export animated SBH as true Blender Hair Curves, and it includes a Blender addon to set up a handler to update the hair animation frame by frame as the animation plays.

  • PadonePadone Posts: 4,014
    June 27

    Thank you Donald for your excellent work that you share with us. SBH support is good news and Sagan is certainly a wonderful tool to import daz animations including dforce. Personally I don't use it just because I prefer to animate in blender, so Diffeomorphic is more my tool.

  • DrGonzo62DrGonzo62 Posts: 382
    June 27 edited June 27

    @Padone

    Joining the meshes that need simulation and using self-collision definitely helped.
    Thanks Padone!
     

    Med Style Good Sim.jpg
    1128 x 1128 - 122K
    Post edited by DrGonzo62 on June 27
  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,226
    June 27

    Padone said:

    Thank you Donald for your excellent work that you share with us. SBH support is good news and Sagan is certainly a wonderful tool to import daz animations including dforce. Personally I don't use it just because I prefer to animate in blender, so Diffeomorphic is more my tool.

    Thanks for your kind words, @Padone

    Developing for DAZ Studio is a thankless endeavor, so comments like yours, especially considering your own contributions, are an actual currency.

    And soon(ish) I hope to make animating in DS and animating in Blender the same thing, heh heh :)

     

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,226
    June 27 edited June 27

    @DrGonzo62

    Wow, very nice... you've got to be pleased with that

    Edit: spelling

    Post edited by TheMysteryIsThePoint on June 27
  • DrGonzo62DrGonzo62 Posts: 382
    June 27

    Thanks, very pleased indeed! smiley
    I am still in the process of figuring out if I can fully realize my next project in Blender alone or not, so I was pretty put off when it looked to me like decent clothing simulations might be a real issue.
    But like most roadblocks in this journey, it looks like they can eventually be resolved. Especially with the help of the good people in this forum. My experience in that regard in Blender forums on the other hand, is sadly not all that great.
    On to the next roadblock!
     

  • PadonePadone Posts: 4,014
    June 30

    @wolf359

    One problem with blender is there's a lot of people making bad tutorials, so one gets wrong information about features and limits. But I guess this is a problem with web tutorials in general. One has to take them as a starting point rather than a definitive solution, then always compare with the official documentation.

    For example the cloth simulation doesn't usually require a 10x scaling, it is enough to increase the precision, also because scaling affects the physics attributes so it is to be taken into account as the simulation gets affected. NLA and animation layers are also entirely possible without extra addons though a little convoluted to setup. If the criticism is about usability as it's there but difficult to use, then yes I agree, the blender team in general tends to do things very technical with lots of options which are hard to setup properly.

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