Dynamic clothing tips

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  • nicsttnicstt Posts: 11,715
    mjc1016 said:

    I was a bit curious whether I could simulate a volume of water or smoke, but it's proving tenacious. If I could set 'internal pressure' above 100, maybe, but... enh. So much for using a wrench as a hammer. ;')

     

    It's supposed to be a high-heeled shoe...not a wrench.

    Good luck prizing them off V7's foot while she is battling monsters. :)

  • I have the plugin, I still find it easier to scale the figure to fit the clothing most of the time. ;)

    Oh, speaking of primitives, I meant to mention that... various primitives can be useful to shape or keep parts of clothing from wandering off. I've found it handy to put a cylinder (or something) in shoulders to keep dress straps from falling down the arm (unless that's what I WANT). Also, if you intersect an object through clothing, it can sometimes (depending on polygon density and a bunch of other things) help 'pin' that part of the clothing in place, which is handy for a bunch of things.

     

    I just tried this and it seems to work really well for preserving the bust line. Thanks for the tip.

  • What do the internal preasure and collision tolerance settings do?

  • Oso3DOso3D Posts: 15,085

    Collision tolerance basically affects how far collision items 'push.' It's important because sometimes the simulation granularity means cloth might bounce past a surface and then start ignoring it, because it's on the other side. By having extra 'padding,' it means cloth will react to surfaces a little further away. You can always adjust collision tolerance and drape some more once clothing settles down -- there seems to be a degree of momentum when clothing drapes, which affects all of this.

    Internal pressure causes the clothing to repel from itself, so that, say, bends and folds tend to have more volume than if they have no pressure. This can, again, keep clothing from doing weird things, like clipping through itself or flattening too much.

     

  • Mesh size is critical on the model(s) that the drape is likely to collide with.  The higher the number of verts available (and the closer together) in the figure, the better the drape.

    Kendall

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    Does the full plugin have a 'resolution' setting?

    I spent a bit of time going through the Optitex online documentation...most of the settings (maybe all of them) are the same as the actual program.  The resolution parameter is a sort of 'subdivision' for the cloth.  Higher means less, lower means more...they recommend between 0.8 and 1.5 for most simulations.

    Also, those cloth presets are the actual list of presets from the full program (at least at the time they were made) converted into Daz scripts.  So those values in the presets are based on actual measured data for the cloth type and weave.

     

    Post edited by mjc1016 on
  • evilded777evilded777 Posts: 2,482
    mjc1016 said:

    Does the full plugin have a 'resolution' setting?

    I spent a bit of time going through the Optitex online documentation...most of the settings (maybe all of them) are the same as the actual program.  The resolution parameter is a sort of 'subdivision' for the cloth.  Higher means less, lower means more...they recommend between 0.8 and 1.5 for most simulations.

    Also, those cloth presets are the actual list of presets from the full program (at least at the time they were made) converted into Daz scripts.  So those values in the presets are based on actual measured data for the cloth type and weave.

     

    Nope, no Resolution setting.

  • mjc1016 said:

    Does the full plugin have a 'resolution' setting?

    I spent a bit of time going through the Optitex online documentation...most of the settings (maybe all of them) are the same as the actual program.  The resolution parameter is a sort of 'subdivision' for the cloth.  Higher means less, lower means more...they recommend between 0.8 and 1.5 for most simulations.

    Also, those cloth presets are the actual list of presets from the full program (at least at the time they were made) converted into Daz scripts.  So those values in the presets are based on actual measured data for the cloth type and weave.

     

    Im not seeing a resolution setting. Maybe im looking in the wrong spot but I dont know where else I could locate it.

  • Mesh size is critical on the model(s) that the drape is likely to collide with.  The higher the number of verts available (and the closer together) in the figure, the better the drape.

    Kendall

    This is why all my cloth kept falling through the floor. I kept trying to simulate collision on a primitive with 1 division. Ooooppssiiee.

  • Collision tolerance basically affects how far collision items 'push.' It's important because sometimes the simulation granularity means cloth might bounce past a surface and then start ignoring it, because it's on the other side. By having extra 'padding,' it means cloth will react to surfaces a little further away. You can always adjust collision tolerance and drape some more once clothing settles down -- there seems to be a degree of momentum when clothing drapes, which affects all of this.

    Internal pressure causes the clothing to repel from itself, so that, say, bends and folds tend to have more volume than if they have no pressure. This can, again, keep clothing from doing weird things, like clipping through itself or flattening too much.

     

    And here is a result of playing around with those numbers a bit. Scary isnt it?

    DynamicTest_1.jpg
    506 x 819 - 396K
  • nicsttnicstt Posts: 11,715

    Too many can stop it draping. 

  • Oso3DOso3D Posts: 15,085

    Yeah, there's a fine art to having the mesh be dense enough without giving the simulation a seizure.

     

    And yeah, you have to be really careful with primitives. You can set the number of facets when generating the figure or go with subd.

     

  • HavosHavos Posts: 5,576

    I believe the Optitex control collides using vertices, not polygons, Hence a large single poly floor is simply ignored. I also recall having issues with props whose normals were set up in a particular way (I don't recall the exact issue). I remember needing to export and reimport to get round this.

    Basically the final resolution of both the cloth mesh and what it is colliding against needs to be tuned correctly. Too few and the drape is bad, too many and it runs at a crawl.

  • nicsttnicstt Posts: 11,715
    Havos said:

    I believe the Optitex control collides using vertices, not polygons, Hence a large single poly floor is simply ignored. I also recall having issues with props whose normals were set up in a particular way (I don't recall the exact issue). I remember needing to export and reimport to get round this.

    Basically the final resolution of both the cloth mesh and what it is colliding against needs to be tuned correctly. Too few and the drape is bad, too many and it runs at a crawl.

    I use default planes when I want something to hit the floor - messing with them just creates work. :) If required I place a few next to each other.

  • Oso3DOso3D Posts: 15,085

    I've had reasonably good results with planes generated at 128+ divisions. (It still tends to slide through fingers, but still)

     

  • Oso3DOso3D Posts: 15,085

    Anyone think the Denim seems a little ... overly stretchy? Is Stretch resistance 'higher value is more resistant'? Seems low. Hrm.

     

     

  • JimbowJimbow Posts: 557
    Havos said:

    I believe the Optitex control collides using vertices, not polygons,

    I think 'face-body intersection' in the full plugin's preferences tab makes it collide with polygons. It certainly got rid of a bunch of pokethrough in a test.

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

    I believe the Optitex control collides using vertices, not polygons,

    I think 'face-body intersection' in the full plugin's preferences tab makes it collide with polygons. It certainly got rid of a bunch of pokethrough in a test.

    OK thanks, I will have to try that, did it have any major impact on the performance?

  • mjc1016mjc1016 Posts: 15,001

    Here's the Optitex page with the various parameters, their explanations and pictures...

    http://www.optitex.com/Help/en/index.php/3D:Properties_-_V10

  • Oso3DOso3D Posts: 15,085

    One good note about parameters is that remember that clothing with different surfaces can vary these values by surface. Why is this important?

    Because you can simulate stuff like clothing with a stiff waistline with softer panels, creating a much more natural look.

     

  • mjc1016mjc1016 Posts: 15,001

    One of the other things...for some fabrics, things like weight make a difference in how they will 'hang', but that's about the only thing (and the thickness, of course) that changes.  So say you want to make a cloak from a 'summer' weight to a winter...up the weight and thickness a bit.

    And yes, even in the 'free' plugin weight can be controlled by scripting and it does make a big difference in how thngs settle and hang.

  • Who was it that posted the tips on exporting clothing into blender in order to weld them? It was posted in the previous dynamics thread? I can't find the old one and was hoping someone still had it / knows what I mean.
  • ingoingo Posts: 52

    is there actualy anybody else out there using the full optitex pack (11K) and able to share some tricks?

  • HavosHavos Posts: 5,576
    ingo said:

    is there actualy anybody else out there using the full optitex pack (11K) and able to share some tricks?

    I think only Simon WM has access to it.

  • Oso3DOso3D Posts: 15,085

    Does anyone know if wind acts in the same way as gravity, or does it apply differently?

     

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    There's an easier way to weld than going the Blender route...if the item has an obj file, no export is needed.

    This little gem will do it, easily...

    http://www.sharecg.com/v/47408/browse/11/Poser/PropViewer-3.2

    Just load up the obj and hit 'Weld'.

    Now if you want to make buttons and stuff stick, you will still need to use Blender or another modeler.  This will only fix stuff that 'comes apart at the seams'.

    If it doesn't have an obj, you will need to export it from Studio.

     

    ingo said:

    is there actualy anybody else out there using the full optitex pack (11K) and able to share some tricks?

    The link to the Optitex docs I posted will help with some things.  Most of the running/display of the simulation settings and the available settings in the plug in are the same.   The bulk of the full Optitex program deals with clothing creation...so it's not really what is needed.

    timmins.william said:

    Does anyone know if wind acts in the same way as gravity, or does it apply differently?

     

    I think so and that the main difference is that one of direction

    Post edited by mjc1016 on
  • Oso3DOso3D Posts: 15,085

    Trying to see if I can hammer dynamic clothing into liquid simulation. My results are... meh.

    http://willbear.deviantart.com/art/Ripples-590516376

     

    I did an animated render with the boat moving through the 'water.' The trick is trying to get the parameters right so that you get very fluid 'ripples.' And... well, I'm not sure I've figured that out yet.

  • Kendall SearsKendall Sears Posts: 2,995
    edited February 2016

    different physics involved.  Cloth uses "springs" fluids use "particles".

    (Changed to youtube due to complaints with google drive)

    Kendall

    Post edited by Kendall Sears on
  • Oso3DOso3D Posts: 15,085

    Oh sure. The question is whether you can fake one enough to look decent. ;)

    Given I have no good way to easily do fluid dynamics in Daz... although I'm probably better off just faking it with a displacement map and collision.

     

  • mjc1016mjc1016 Posts: 15,001

    Oh sure. The question is whether you can fake one enough to look decent. ;)

    Given I have no good way to easily do fluid dynamics in Daz... although I'm probably better off just faking it with a displacement map and collision.

     

    Or exporting a fluid sim from Blender, either a static, frozen frame or a series of them as an obj sequence or morphs is something that works well.

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