I wish they would enhance clothing dynamics and collision detection

2

Comments

  • jdavison67jdavison67 Posts: 689
    KA1 said:

    As one working on a dynamics system for DS, I can tell you that for most DS users, the necessary effort to set the parameters correctly will cause many to decide not to use them.  Physics and the interactions with the various items in a scene will result in much tweaking.  Anyone who has done such in Maya, 3DS Max, or C4D can tell you that a large amount of effort goes into getting the settings right for the dynamics.

    Kendall

    Wait...you are currently working on a dynamics system for Daz???

    I am.  See my youtube channel for some teasers on some of the things that I'm working on.  No promises on timelines.

    Kendall

    I have my fingers crossed this becomes a real product. We need it BAD.

     

    JD

  • jdavison67jdavison67 Posts: 689

    I beg to differ with you. I have used Iclone's phsyx soft cloth with Daz figures and clothing and none of your points bear up.

    Here are two examples of DAZ characters in Iclone

    The observation I make is that Optitex is nearly ten year old technology.(See the news Article here.) In the time since it's been added, how many times has it been updated? I'm not talking the bug fixes that come out because DAZ3D updated DAZ Studio --but how many actual plugin updates have you seen? 

    Even without mentioning Nvidia Physx, there are other plugins like Houdini engine, which is free incidentally and includes volumetrics and fluid simulations. (See example here). I think the Lament that JDavidson67 is making is more than valid. Adding Iray was a great step forward, but DAZ should have left it's current conforming setup for something more robust a long time ago. Conforming is great for stockings and bodysuits, but it's retarded when it comes to realism and they have not innovated very much in it's delivery. You have companies making up-to-date technology when it comes to cloth simulation, but DAZ is apparently content to leave everything status quo. I cringe every time I conform a dress to a female figure and have to spend twenty minutes adjusting the garment because someone things that clothing magnetizes itself to boobs. 

    I heard people complaining about baking the dynamics, but honestly what's wrong with that? DAZ could develop a program to take a garment and bake it's animations before it's conformed to the figure so that when you bend and arm or hip joint, the garment actually presents a realistic deformation? You could take a figure, prebake it's range of movement and then every time you create a garment -in the setup process create its deformations/animations based on those precalculated values so that when you move the figure you don't have to wait for a simulation --it's already there. The only thing you'd have to do then is come out with a couple of vertex brushes that will allow you to fix poke through and crease fabrics without distoring the vertex count or needed to create another morph. Let's face it --there are a lot of advancements that illustrate his point, and DAZ has not implemented a single one of them. The Optitex Plugin is dead and they should just let it die and get something with some juice to it. 

     

    Some great info here!

    Guys, I can see I'm not alone in my desire for advancements in these areas. Thanks for all of your insight!

    JD

  • jdavison67jdavison67 Posts: 689
    edited April 2016

    I found this product called Marvelous Designer. I never knew it even existed.

    It would be nice if someone wrote some code to ease the process moving obects back and forth betweeen the two programs,  along with some re-topology tools to convert the triangles to quads.

    http://www.marvelousdesigner.com/

    Here are some tutorials for using DAZ characters with it:

    http://dylazuna.deviantart.com/gallery/45478877/Resources-Tutorials

     

    JD

    MarvelousD.png
    2365 x 1257 - 3M
    Post edited by jdavison67 on
  • Oso3DOso3D Posts: 15,085

    For the low low price of $550. Yeeeah.

     

  • Kendall SearsKendall Sears Posts: 2,995

    I guarantee my solution won't be that high. :-)

    Kendall

  • outrider42outrider42 Posts: 3,679
    Nvidia is focusing more and more on using gpu based computing solutions. Did you not watch their conference this week? The gpu started as a peripheral to PC. Now nvidia and others are looking to bridge that gap and make the gpu more intigrated within the machine than ever before, addressing your complaints with using a gpu for physics based problems. Also, NOAA contracted Tesla based computers for their weather computing forecasts last year. These are extremely complex physics systems, and they use gpus for accelerated computing. They already used Tesla in the past. What I'm saying is that making an argument against gpu based physics is becoming outdated more and more every day. Instead of thinking about how they can't work, how about thinking how they can?
  • Kendall SearsKendall Sears Posts: 2,995
    Nvidia is focusing more and more on using gpu based computing solutions. Did you not watch their conference this week? The gpu started as a peripheral to PC. Now nvidia and others are looking to bridge that gap and make the gpu more intigrated within the machine than ever before, addressing your complaints with using a gpu for physics based problems. Also, NOAA contracted Tesla based computers for their weather computing forecasts last year. These are extremely complex physics systems, and they use gpus for accelerated computing. They already used Tesla in the past. What I'm saying is that making an argument against gpu based physics is becoming outdated more and more every day. Instead of thinking about how they can't work, how about thinking how they can?

    I *have* tesla's.  Most people don't.  I have to code for what the target market can bear.  If I coded for what I have, then almost no one could use it.  I does me no good to code for machines that have 48 CPU cores, 256GB of RAM, internal and external Tesla coprocessors, and other niceties.  I have to create products that normal DAZ users can afford to use.

    Look on my youtube channel and you'll see that I *DO* have realtime dynamic hair, realtime fluids, realtime wind, and much more.  However, very few here could use the code without wanting to lynch me because it kills their machines or run so slowly that they return it.

    I have to work within reality.  If I were coding for Maya or C4D where people can drop $3600 on a whim, then it'd be a different story.

    Kendall

  • DaremoK3DaremoK3 Posts: 798

    jdavison67:

     

    Your last post made me laugh so hard I spit my coffee all over the dog.  Thanks for that...

     

    It is a great program, so give it a try if you haven't already.  Yeah, it is a hefty price tag nowadays, but it isn't really targeted to the hobbyist market anymore.  Ever since movie, and game studios started using it they priced out their hobbyist level (used to be three levels based on hobbyist/professional needs).  If you are a professional studio, content creator, or just someone who wants to create their own clothing so they don't have to purchase others' in content stores, then I would say it is a good program to purchase.

     

    Now, why did you make me laugh, you ask?

     

    Because, six years ago when they started selling to the hobbyist community here at DAZ3D (by making official anouncement here) for two tier levels of personal/hobbyist use (low price), and professional/content creator use (more expensive than even current price), they hooked us in by "promising" us a DAZ Studio Plug-in that will work alongside MD2 for use inside DS.

     

    Not making this up (I archived all the pages relevant to this), and I am paraphrasing here, but, it was something to the affect of; If you are one of the first to purchase Marvelous Designer 2 now during the first release you will get it for half off the cost (hobbyist level $199.00 US - got mine for $99.00), and you will receive for free included in your purchase license the upcoming DAZ Studio Marvelous Designer 2 plug-in which is currently in development.  Six years later, and I am still waiting for my plug-in for which development was halted due to DAZ changing API, but gave CLO3D an excuse not to finish it, and development wise, just moved along hoping everyone would just forget about it (which the masses did).

     

    Yes, it would be nice if someone wrote some kind of bridge for DS/MD, or if CLO3D would just go ahead and finish the plug-in or write a bridge themselves.

     

    Regarding the converting of tri-mesh to quads, it is already available within MD.  I believe in MD4 and 5.

  • DaremoK3DaremoK3 Posts: 798

    And, Kendall, I am still waiting patiently for your solution for DAZ Studio.  You are doing great work, and I have faith in you.

  • Roman_K2Roman_K2 Posts: 1,268
    Ostadan said:

    Yeah, but you'll need the special Dry Ice Tablet Stand ($50 plus CO2 cartridges and emission waivers) to keep the damn thing cool.

    I had to read that twice!

    laugh

  • jdavison67jdavison67 Posts: 689
    DaremoK3 said:

    jdavison67:

     

    Your last post made me laugh so hard I spit my coffee all over the dog.  Thanks for that...

     

    It is a great program, so give it a try if you haven't already.  Yeah, it is a hefty price tag nowadays, but it isn't really targeted to the hobbyist market anymore.  Ever since movie, and game studios started using it they priced out their hobbyist level (used to be three levels based on hobbyist/professional needs).  If you are a professional studio, content creator, or just someone who wants to create their own clothing so they don't have to purchase others' in content stores, then I would say it is a good program to purchase.

     

    Now, why did you make me laugh, you ask?

     

    Because, six years ago when they started selling to the hobbyist community here at DAZ3D (by making official anouncement here) for two tier levels of personal/hobbyist use (low price), and professional/content creator use (more expensive than even current price), they hooked us in by "promising" us a DAZ Studio Plug-in that will work alongside MD2 for use inside DS.

     

    Not making this up (I archived all the pages relevant to this), and I am paraphrasing here, but, it was something to the affect of; If you are one of the first to purchase Marvelous Designer 2 now during the first release you will get it for half off the cost (hobbyist level $199.00 US - got mine for $99.00), and you will receive for free included in your purchase license the upcoming DAZ Studio Marvelous Designer 2 plug-in which is currently in development.  Six years later, and I am still waiting for my plug-in for which development was halted due to DAZ changing API, but gave CLO3D an excuse not to finish it, and development wise, just moved along hoping everyone would just forget about it (which the masses did).

     

    Yes, it would be nice if someone wrote some kind of bridge for DS/MD, or if CLO3D would just go ahead and finish the plug-in or write a bridge themselves.

     

    Regarding the converting of tri-mesh to quads, it is already available within MD.  I believe in MD4 and 5.

    Hahahahaha!

    Classic! Just goes to show what I know :) 

    I had never heard of MD, and was shocked to see it already had some workflows with a connection to DAZ. I originally found out about it watching a video where somone imported a Gen 2 character in MD for setup.

    It would be nice if some of these old promises were delivered. I think that, outside of the price, the functionality we desire is there.

    JD

  • Oso3DOso3D Posts: 15,085

    Well, I'll point out that with DynCreator over at Rendo, any clothing you can box model can be then fit as clothing. So there's that.

    (I had a rather decent result making a four-armed shirt in Carrara that way)

     

  • SpottedKittySpottedKitty Posts: 7,232

    I found this product called Marvelous Designer. I never knew it even existed.

    I've seen movies of some amazing clothes test rigs made in the last year or so using Marvelous Designer. Including a very nice hoodie being tugged and pulled to settle into place in real-time on a non-human-shaped head with hair. It looked great.

    Then I looked up the MD website and, after some digging, found some prices. When I regained consciousness, I was perfectly all right after a pot or three of really strong coffee.

    It's a great cloth design tool, but it's expen$$$ive.

  • nonesuch00nonesuch00 Posts: 18,729
    Ostadan said:

    you didn't get me Kendall! What I meant is that there is enough horse power available to make it useable. The game industry that I spoke about was just for the show/demo. Now with our Figures. G3. even a G4 with 1 million poly.Imagine what can do a single 980ti in term of calculation, already developped by nvidia and some other simulators companies. If you want to make it pro, you just have to add up some more GPUs. The upcomin pascal GP100 will be more than twice this power on a single card. It is way more than enough to calculate all of this, even single hair by single hair! I'm not speaking about doing it in realtime, but in a matter of seconds. then freeze, then render. job done. 

     

    Except that the developpers have to integrate it first. The scale is only on the harware side. The choice is on the people side.

    Cloth/hair simulation is a computationally hard problem. Contrary to your apparent beliefs, current consumer-level hardware is nowhere near being able to handle full hair-by-hair simulation in a practical length of time. Even the major animation studios, working with systems beyond anything any of us can afford, try to minimize the number of simulations they have to run.

    I think in 5 years even cheapo Android tablets will handle such things with ease. :-)

    Yeah, but you'll need the special Dry Ice Tablet Stand ($50 plus CO2 cartridges and emission waivers) to keep the damn thing cool.

     

    No, I have an KitKat android tablet with Intel quad core CPU/Intel HD Graphics GPU stays very cool and the tech is making newer ones smaller and cooler.

  • nonesuch00nonesuch00 Posts: 18,729

    I guess modeling hair as cloth strands with weight and springiness properties is out of the question on my computer. Dynamic Clothing is reasonable with my current computer to a degree if I show restraint..

  • Well, I'll point out that with DynCreator over at Rendo, any clothing you can box model can be then fit as clothing. So there's that.

    (I had a rather decent result making a four-armed shirt in Carrara that way)

    Actually not ANY clothing. I've spent several days trying to turn things into dynamic clothing and finally have had to email the script writer to inquire why the script will only try to run and then stop. I've made ONE article of clothing out of it, and that's with following tutorials meticulously. The script doesn't work with everything, and I guess I just keep picking the ones that don't work.

    On a side note,I went to the optitex store today because I'm okay with buying optitex stuff if it suits my needs. I'm looking for a specific shirt cut that I can recolor for comic book use. And... their online store is down! I was floored.

    But the real reason why I'm posting here: Kendell. I've tried to find this youtube channel you keep mentioning but no dice. I'd love to see this fabulous thing you are working on. Can I please... see... the channel? Pretty please?

     

  • I guess modeling hair as cloth strands with weight and springiness properties is out of the question on my computer. Dynamic Clothing is reasonable with my current computer to a degree if I show restraint..

    Yeah, my computer couldn't handle it either. I know people complain about people being cheap, but some of us literally don't have whatever it takes to slam down a pile of money for awesome hardware. I was eyeballing a video card today and it was $400. Cheap for some serious folks. A car payment for me.

    I'd like to find some dynamic toon hair. The realistic type dynamic hair like in Carrara is great but... but.. I work in toons and I just want toon props I don't have to fight extra hard to animate in my quest to make this project. Cry.

  • Kendall SearsKendall Sears Posts: 2,995

    Well, I'll point out that with DynCreator over at Rendo, any clothing you can box model can be then fit as clothing. So there's that.

    (I had a rather decent result making a four-armed shirt in Carrara that way)

    Actually not ANY clothing. I've spent several days trying to turn things into dynamic clothing and finally have had to email the script writer to inquire why the script will only try to run and then stop. I've made ONE article of clothing out of it, and that's with following tutorials meticulously. The script doesn't work with everything, and I guess I just keep picking the ones that don't work.

    On a side note,I went to the optitex store today because I'm okay with buying optitex stuff if it suits my needs. I'm looking for a specific shirt cut that I can recolor for comic book use. And... their online store is down! I was floored.

    But the real reason why I'm posting here: Kendell. I've tried to find this youtube channel you keep mentioning but no dice. I'd love to see this fabulous thing you are working on. Can I please... see... the channel? Pretty please?

     

    I don't think it is fabulous, just some WIP and test videos.  A search for "Kendall Sears" should find it, but if not try this link: https://www.youtube.com/channel/UCKAe1ArtEbWdXUIyF0KlEcA

    Kendall

  • Oso3DOso3D Posts: 15,085

    spearcarrier: Well, yeah, not 'any,' admittedly. Still... pretty good. ;) Though I still have to get the hang of it. I promised folks a four-armed shirt as a freebie, still need to work on that again. The first one I made looks fine, but the mesh and UV map is a complete mess.

    http://willbear.deviantart.com/art/Fourarm-shirt-experiment1-593551369?hf=1

    It only ended up looking fine because I cheated and used one of my procedural shaders to ignore the uv map (an Iray Decal would do similarly)

     

  • t is fabulous, just some WIP and test videos.  A search for "Kendall Sears" should find it, but if not try this link: https://www.youtube.com/channel/UCKAe1ArtEbWdXUIyF0KlEcA

    Kendall

    I thought it was fabulous enough to follow! Thanks for the link. I'm looking forward to seeing how far you can come with some of this.

     

  • It only ended up looking fine because I cheated and used one of my procedural shaders to ignore the uv map (an Iray Decal would do similarly)

    Well, I didn't know you could model in Carrara. That was interesting. And so far your shirt looks great. I can see how the dyncreator can be useful for that. 

    I did manage to convert a poser dynamic dress over to DAZ last night, so at least I can sort of do what was advertised. Sort of I say. The other props I have won't convert. Oh well. I bought the M4 Genesis uniforms last night in the hopes they'll be able to be given texturs to suit what I need. I rarely have worked in dynamic clothing so this is a learning process.

    I do wish, back to the original post, we could see some tweaks with the dynamic engine. Being able to tell one part not to drape would be lovely. Shrink and friction only go so far, and in last night's case not at all. (As I ranted elsewhere. LOL)

     

  • Oso3DOso3D Posts: 15,085

    Yeah, weirdly, the reason I ended up buying Carrara (on sale, admittedly) was for modeling. I find Carrara's modeler might not be as great as the best high end stuff, but I find it a significantly more intuitive and easy-to-use UI than most. (With some specific exceptions -- Carrara has some really weirdly clunky file management)

     

  • Oh but I am SO FRUSTRATED at the dyncrfeator right now. LOL. It won't... run! ARGH!

    If Carrara will even do that I may end up checking it out. It was on sale yesterday. But I can't get it today. I wish I could do a trial version.

  • 3DAGE3DAGE Posts: 3,311

    Spearcarrier :)

    There's a big difference between creating "dynamic clothing" model,. and forcing a "conforming" outfit,. to become dynamic.

    Dynamic clothing should ideally be designed to show the motion of the clothing and to allow being effected by physical forces.

    Conforming clothing is designed and rigged with bones which animate the motion of the mesh,. just like a figure.

    it was never intended to be used as a dynamic item.

    there may be several different unconnected mesh objects which make a single conforming item,. buttons,. belts etc

    since these aren't connected to the main mesh, they'll fall with gravity.

    (IMO) it's not a great idea to use conforming clothing items as dynamic.     It's better to model your own models, which are designed to be dynamic,.

     

    There should be a Trial version of Carrara on Downloads.com

    it will run for 30 days as the full Pro version.

    You can model your own clothing (or anything else) in Carrara,. then export as OBJ, and import into Studio to make it dynamic using the dyncreator script.

    then you can save that scene and open it in Carrara to add Terrains Oceans Clouds Trees and plants etc..

    Carrara can use most of the Daz3D or Poser figures, in the same way as you would with Studio or Poser,. load content from the browser,.

  • 3DAGE said:

    Spearcarrier :)

    There's a big difference between creating "dynamic clothing" model,. and forcing a "conforming" outfit,. to become dynamic.

    Dynamic clothing should ideally be designed to show the motion of the clothing and to allow being effected by physical forces.

    Conforming clothing is designed and rigged with bones which animate the motion of the mesh,. just like a figure.

    it was never intended to be used as a dynamic item.

    there may be several different unconnected mesh objects which make a single conforming item,. buttons,. belts etc

    since these aren't connected to the main mesh, they'll fall with gravity.

    (IMO) it's not a great idea to use conforming clothing items as dynamic.     It's better to model your own models, which are designed to be dynamic,.

    Who said I was trying to convert a rigged item? (There is a way with the script btw.) What's happening on my end is I tell it to run and then it just... stops. It's supposed to convert poser dynamic clothing in, and I don't even get that.  Meanwhile all these people are showing off all these things. LOL.. so... jealoussssss.

    But I just NOW put in a second video card to the computer so maybe that will make a difference!

     

    3DAGE said:

     

    There should be a Trial version of Carrara on Downloads.com

    it will run for 30 days as the full Pro version.
     

    Ah okay. I did look but didn't see anything about a trial. I'll have to pop back over there and read more carefully.

     

    3DAGE said:

    You can model your own clothing (or anything else) in Carrara,. then export as OBJ, and import into Studio to make it dynamic using the dyncreator script.

    Except the sucker won't run. Or when it runs nothing happens. I've managed to convert one thing: the free Waloli dress.

    I was despairing about the matter but I just managed to finally convince mcasual's lag effect script to like me so... I'll have more time to play with the script I hope later.

  • Here's a Carrara question: what does it have for toon shaders?

  • marblemarble Posts: 7,500

    I cringe every time I conform a dress to a female figure and have to spend twenty minutes adjusting the garment because someone things that clothing magnetizes itself to boobs. 

    I heard people complaining about baking the dynamics, but honestly what's wrong with that? 

     

    I'd like to know how to bake dynamics. I agree with those observations about conforming cloth. Folds follow gravity, not hip bends. Soft cloth doesn't form a curve from waist to thigh when we sit down. However, the advantage of conforming is that it can be posed while that is quite difficult with Optitex. The new plugin being developed by Virtual World Dynamics looks more promising because, as I understand it, the cloth can be moved manually with the mouse. I never did get the hang of using invisible primitives as draping pegs. 

    Another restriction of dynamics is scaling. We can, with some success, use the same conforming garment on George and a 10 year old Growing Up boy. I wouldn't know how to do that with Optitex cloth. 

    Conforming cloth is a dead give-away that the image is 3D-CG - it is a realism killer. So, with all the strides made by using PB Render engines, that waist-to-thigh bend is still instantly recognisable. Another give-away is texture stretching. I avoid checks and polka dots completely.

  • HavosHavos Posts: 5,582
    marble said:

    I cringe every time I conform a dress to a female figure and have to spend twenty minutes adjusting the garment because someone things that clothing magnetizes itself to boobs. 

    I heard people complaining about baking the dynamics, but honestly what's wrong with that? 

     

    I'd like to know how to bake dynamics. I agree with those observations about conforming cloth. Folds follow gravity, not hip bends. Soft cloth doesn't form a curve from waist to thigh when we sit down. However, the advantage of conforming is that it can be posed while that is quite difficult with Optitex. The new plugin being developed by Virtual World Dynamics looks more promising because, as I understand it, the cloth can be moved manually with the mouse. I never did get the hang of using invisible primitives as draping pegs. 

    Another restriction of dynamics is scaling. We can, with some success, use the same conforming garment on George and a 10 year old Growing Up boy. I wouldn't know how to do that with Optitex cloth. 

    Conforming cloth is a dead give-away that the image is 3D-CG - it is a realism killer. So, with all the strides made by using PB Render engines, that waist-to-thigh bend is still instantly recognisable. Another give-away is texture stretching. I avoid checks and polka dots completely.

    There are a few ways to handle scaling of dynamics in DS. You have more options using the paid-for plug-in, but even with the free option you can scale up/down the figure, run the drape, and then scale the figure and clothing back to normal size. This works for smaller figures of roughly the same basic shape, but would be harder for a more extreme morph like George.

  • marblemarble Posts: 7,500

    I do have the paid-for version - I never had any success in scaling but I'm not very patient either. I don't like to spend an hour trying to get a dress to drape.

    @Spearcarrier - best of luck with your PM to the DynCreator vendor. I did the same two weeks ago and am still waiting for a reply.

  • MendomanMendoman Posts: 404

    I'd love to have dynamic clothing in DAZ, and latetely I've missed working water physics too. Best workaround I've found, is to first pose character in DAZ Studio with clothes, them export them to Blender. In Blender I fix poke throughs and make cloth dynamics, and finally import clothing back to DS. But Blender too have problems with pieces of clothing that have buttons and stuff, and usually I also have to pin parts of mesh, so skimpier clothes won't drop to floor. Anyways, it's lots of steps and wasted time, so I'd really like to see a working clothing dynamics plugin in DS too. But while we wait that, I'd happily settle for 2-way bridge between Blender and DAZ Studio. Actually, I'm quite surprised that nobody has done that yet, considering there's probably millions of potential Blender users who could be lured to DAZ world. At least when I started using DAZ, missing bridge was a big malus, but luckily mcasual's mcjteleblender ( https://sites.google.com/site/mcasualsdazscripts/mcjteleblender-for-ds1-2-3-4 ) was enough, until I finally moved to render with DS Iray.

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