Dynamic Cloth Solutions

124

Comments

  • thd777thd777 Posts: 945
    edited August 2016
    thd777 said:
    DustRider said:
     

    Can you make elastic material in VWD?

    Yes, using the "Scale(%)" parameter, one can assign a selection of vertices a sort of shrinkage property which very nicely simulates elastics.

    Ciao

    TD

    Quick example: Same scene and shirt as before, but I selected three rows of vertices at the waist and gave them some elastic effect (3* 90%). Works quite well to mimic an elastic waistband in this case, I think.

    Ciao

    TD

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    Post edited by thd777 on
  • AllenArtAllenArt Posts: 7,175

    Darn, it's gonna be tough waiting until next month for this ;).

    Laurie

  • Oso3DOso3D Posts: 15,084

    What's also nice is being able to select vertices and say 'stay put' without needing to, say, go into the geometry editor or something.

    This is essentially what I did with the bikini thing. It was animated to go from flat chested to busty, so the outfit would 'pull' right, but of course the bikini kept sliding right off them. I painted a spot in the middle of both, clicked 'nail to collision,' and those spots essentially had digital spirit gum...

     

  • DustRiderDustRider Posts: 2,878
    thd777 said:
    thd777 said:
    DustRider said:
     

    Can you make elastic material in VWD?

    Yes, using the "Scale(%)" parameter, one can assign a selection of vertices a sort of shrinkage property which very nicely simulates elastics.

    Ciao

    TD

    Quick example: Same scene and shirt as before, but I selected three rows of vertices at the waist and gave them some elastic effect (3* 90%). Works quite well to mimic an elastic waistband in this case, I think.

    Ciao

    TD

    Thanks! that's better than I was hoping for. It would be perfect for straps and many other things.

  • DaremoK3DaremoK3 Posts: 798

    timmins.william:

    I thought that might be the culprit...

    I have a scene like this going on for Poser right now, but I haven't been back to it in a couple of weeks, so I might not remember if there is a setup paradigm regarding the hair not being set for default T-Pose.

    However, for the last frame to be used (without resorting to other means), you need to manipulate VWD when you are trying to "bridge" everything over.  From the time you activate VWD, and it is docked over on the right of Studio the small Scene View is active and workable.  The trick is to manipulate the timeline after loading something from Scene List.  So, when you start out in Studio with your collision object/figure set to pose on the last frame, and then you load it into VWD and VWD changes back to default frame, just hover your mouse over the small Scene View window and press your down arrow key.  This will set the animation timeline in VWD back to the last frame (with figure posed).  Up arrow is first frame, and both side arrows scrub through animated frames one at a time in their respective directions.

    Keep correcting this all through the import process with all objects before you select Scene View to go into full VWD viewport.  Watch the small screen carefully after any buttons you push.  If you see VWD reset your scene, make the correction.

    This has worked for me on several occasions, so it should work.  Let me know how it goes...

  • Oso3DOso3D Posts: 15,084

    Woo!

    Ok, this was awesome. I was able to select the pearls and say 'make this immobile.' Able to select the bows above and below the cleavage slit and make them rigid and mostly attached. And... they stayed put! No flying off like little bizarre bats.

    Also got the hair to behave (that was what I was wrestling with), and blew it back nicely.

     

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  • Oso3DOso3D Posts: 15,084

    Oh wow, it's finally sunk in how easy it is to pin stuff or prevent button fly away:

    Arrange clothing (scale, whatever) such that the buttons/whatever are where they should be (everything else might be poked or off or whatever). If they are material zones, select it, do a 'expand selection by neighbor' until you have everything appropriate, make it immobile. This will prevent buttons from getting submerged or flying off, help keep tucked clothing in place, etc.

    And you can easily select patches of vertices to do the same 'you, stay THERE'

    Wow.

     

  • AllenArtAllenArt Posts: 7,175

    I take it you like it LOL. I know how much I loved dynamics in Poser...got a feeling I'm gonna like it too :).

    Laurie

  • aspinaspin Posts: 219

    About what I expected.  This stuff is not easy to do right, especially at the levels of expectations of this demographic.  If it were easy, I would have released long ago.

    Kendall

    I can live with a 90% solution. Better than to wait 10 more years for the perfect solution. In Poser/Carrara dynamics you have to tweak a lot as well to get it right (and it takes ages compared to VWD). That's the nature of the thing.

    Sure, there is a lot of place for improvement, but I am happy with what I can do right now.

  • nicsttnicstt Posts: 11,715

    Just the hair posed with VWD. I've not posted this anywhere, as not that happy overall, but was pleased with how the hair turned out.

    Oh wow, it's finally sunk in how easy it is to pin stuff or prevent button fly away:

    Arrange clothing (scale, whatever) such that the buttons/whatever are where they should be (everything else might be poked or off or whatever). If they are material zones, select it, do a 'expand selection by neighbor' until you have everything appropriate, make it immobile. This will prevent buttons from getting submerged or flying off, help keep tucked clothing in place, etc.

    And you can easily select patches of vertices to do the same 'you, stay THERE'

    Wow.

     

    If you're not posing dynamically, you can also fix, and clear fix very easily.

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  • Oso3DOso3D Posts: 15,084

    Yeah, it occurs to me I could do the bikini drape a lot easier by locking most of it and making certain bits elastic to 'pull' into shape. Hmm. I'll have to try that...

    Meanwhile, again, trying something very hard BECAUSE...

    Lumpy bodybuilder in a suit shirt, pants, and tie. Used VWD on each item, though with the pants focused on the bottom part and kept top locked (the top bit had a tendency to go haywire) so the legs would settle appropriately. The tie was also a bit squirrely, but it was nice to, again, select the knot and loop and fix it, and let the ends flow free (I had some issues trying to get self-collision to work right, etc, but it ended up working out).

    I should probably do a second shot of the shrit with no tie, to point out how well the buttons were preserved. My main frustration with autofit and a lot of other stuff is how warped they often make stuff like that. Woot.

    Maybe find something with a zipper...

     

    Vewd5 Lumpydude.png
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  • Oso3DOso3D Posts: 15,084

    Has anyone found a way to get clothes to be locked entirely where they intersect collision objects?

    I sometimes like to do simple clothes where I take a sphere or something and have it cut through a neck, and it stays at the neck. With VWD it seems to just move fairly freely.

    Yes, I could select a bunch of vertices and fix them, but it can be tricky.

     

  • Kendall SearsKendall Sears Posts: 2,995
    aspin said:

    About what I expected.  This stuff is not easy to do right, especially at the levels of expectations of this demographic.  If it were easy, I would have released long ago.

    Kendall

    I can live with a 90% solution. Better than to wait 10 more years for the perfect solution. In Poser/Carrara dynamics you have to tweak a lot as well to get it right (and it takes ages compared to VWD). That's the nature of the thing.

    Sure, there is a lot of place for improvement, but I am happy with what I can do right now.

    My point wasn't to "down" the product.  Just the opposite.  People shouldn't expect "great" results at this price point.  This stuff takes teams of highly paid people long times to get "right", that it is released by small teams at these costs is a good thing.

    Besides, competition is good.

    Kendall

  • Oso3DOso3D Posts: 15,084

    Ok, a good before/after, and pleased to find I don't really need fancy animated drapes for the bikini.

     

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    Bikinitest2b.png
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  • DiomedeDiomede Posts: 15,388
    edited August 2016

    This is an example of VWD.   I wanted a baseball uniform that looked like the shirt was tucked in the pants and the pants ended in an elastic band just below the knee.  I liked how the cloth folded when I put G2M Garen in a jogging pose.  Done in Carrara, but really done in VWD and passed to Carrara via Philemo's bridge.  So treat it as done in VWD and either available now for Studio or soon via a bridge.  The photos show the original uniform in the base pose and then the VWD result from front and back in jogging pose.

     

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    k2 baseball joger back.jpg
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    Post edited by Diomede on
  • Oso3DOso3D Posts: 15,084

    Any tips for making generally stiffer cloth in VWD? Rigidity?

    I was trying to drape a winter coat, which is two layer cloth, and either it would barely move or would sag like silk.

     

  • KA1KA1 Posts: 1,012
    edited August 2016

    Has anyone found a way to get clothes to be locked entirely where they intersect collision objects?

    I sometimes like to do simple clothes where I take a sphere or something and have it cut through a neck, and it stays at the neck. With VWD it seems to just move fairly freely.

    Yes, I could select a bunch of vertices and fix them, but it can be tricky.

     

    I tend to find using the edge select to auto select all the edge vertices (Free Edges) easiest as it seems much easier to deselect the ones you don't need and then just increase the remaining fixed edge by 3 or 4 vertices (or as desired to get the right look) with the Simple vertices entension button.

    Post edited by KA1 on
  • Oso3DOso3D Posts: 15,084

    Oh hey, free edges... that's handy! Thanks! (it doesn't help in the specific case I mentioned, but it helps in general)

     

  • grinch2901grinch2901 Posts: 1,247

    I've been waiting for this capability for a long time. It's not on sale so there's no urgent need for me to pull the trigger this instant but I will as soon as I get a coupon.  Now I know there are other products seemingly imminent and I would love to see something other than just rumors about them, might make me hold off. But failing that, I am definitely a buyer for VWD and the Studio plugin.  I guess what I'm saying is that if you have a competing product in the pipeline the time to put your cards on the table is now because many of use won't be buying two solutions and once our money is spent that's it.  Just a hopefully constructive suggestion from a buyer.

  • Oso3DOso3D Posts: 15,084

    I have to say, this product REALLY easily and quickly solves the 'shrink wrap boob' problem, at least with simple outfits. (Anything with complex layers, buttons, etc, can take more work or is simply impractically hard)

     

  • FSMCDesignsFSMCDesigns Posts: 12,842

    Will, TD, nice results, thanks for posting. I have a question, did you guys get the regular version or the lite version? It says the only diffeence is the light version doesn't export animations, but by nature, many static drapes start as an animation. I am interested in trying this product out, but the cost is an issue at the moment

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

    I've been waiting for this capability for a long time. It's not on sale so there's no urgent need for me to pull the trigger this instant but I will as soon as I get a coupon.  Now I know there are other products seemingly imminent and I would love to see something other than just rumors about them, might make me hold off. But failing that, I am definitely a buyer for VWD and the Studio plugin.  I guess what I'm saying is that if you have a competing product in the pipeline the time to put your cards on the table is now because many of use won't be buying two solutions and once our money is spent that's it.  Just a hopefully constructive suggestion from a buyer.

    If VWD fits your needs, don't wait on me.  I will release mine when it is ready and not before.  What I am doing is significantly more complex than what VWD is targetting and I must make sure that it works correctly for its primary target before it gets released to the DAZ Store.  Dynamic cloth is just a small piece of what I am doing, so I am not concerned about any other project's impact on my work.

    EDIT:  For an example of the complexity of my system, a full thunderstorm can be simulated, including wind, clouds, lightning, vegetation, driven waves, wet cloth/hair, and debris.  Work on tornadic effects is in progress as well.

    There are the cards.

    Kendall

    Post edited by Kendall Sears on
  • grinch2901grinch2901 Posts: 1,247

    Okay, sounds like a full blown physics simulation engine with particle emissions and softbody dynamics included. My simplistic interpretation of what you stated. Not sure how you get to wet clothes but I guess if you have dynamics involved you could adjust the cloth paramaters over time to simulate the cloth getting heavier. Sounds impressive and complex. Can't wait to see it in action.

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

    Okay, sounds like a full blown physics simulation engine with particle emissions and softbody dynamics included. My simplistic interpretation of what you stated. Not sure how you get to wet clothes but I guess if you have dynamics involved you could adjust the cloth paramaters over time to simulate the cloth getting heavier. Sounds impressive and complex. Can't wait to see it in action.

    A clarification:  Due to a conflict of interests I cannot do work on commercial particle emitters.  What I am doing in the above cases is "fluid dynamics" or "fluid simulations".  The videos on my youtube channel show some actual fluid sims with waves created from impacts with the surface.  You'll notice that the waves interact with each other and the "sides" of the container.

    EDIT:  "Wet" anything adds lots of interesting variables to the equations.  There are/will be a lot of "springs and collisions" products coming out in the near future for many products.  Some will have damping effects, some will not.  This is mostly due to some high profile projects making "game" techniques visible.  I could have released a simple "springs and collision" game-style cloth plugin long ago, but I would not have been happy with it.  Those types of sims work OK for simple draping, but do not handle the more complex issues that come into play with cloth and "fashion design".  Witness the attempt to get OptiTex's dynamics to work with meshes that weren't set up for it.  Trying to shoehorn more complex situations into these sims leads to extremely high complexity for the users.  One can possibly get two or three fabric weights into a single garment before things get "out-of-hand" and going above 2 layers can lead to nightmares.

    EDIT2:  For those trying to get layered cloth to work -- Each progressive layer on top MUST have a sub-division complexity HIGHER than the layer below it.  With a sub-d (1) quad base layer, you will need (at the very least) a quad sub-d (2) top layer or a switch to triangulation at the same division level to keep things from entering intersection hades.  Once into tri-mode, all further layers MUST also be triangluated.  DO NOT try to put a quad layer on top of a tri layer if you value your sanity (and the layers intersect).  The rest of the math is left as an excercise for the reader.

    Kendall

    Post edited by Kendall Sears on
  • Oso3DOso3D Posts: 15,084

    Interesting, thank you for your continuing education on the forum, Kendall! It's honestly appreciated.

    I'd love to see some fluid dynamics. I've been thinking of how to shoe-horn dynamic cloth to do so, but obviously it's not really suited for it.

     

  • Oso3DOso3D Posts: 15,084
    edited August 2016

    Ok, my favorite thing about VWD so far is that, assuming you are dealing with simple shirts and similar, it is INCREDIBLY simple to fix the shrinkwrap boob problem. The following image, the shirt had 'androgenous' turned up and the other attributes diminished, so it was a fairly simple basic formless shirt. I made the free edges rigid, did the drape... and within a minute had a good looking top. ...

    Like, now that I know how to do it? 5-10 minutes to get something that fits WAY better than regular autofit.

    Sure, anything more complex than a simple shirt is going to take more work, and I'm finding very stiff outfits rather tricky, but that's probably 3/4 of what I need. (And being able to quickly make buttons rigid helps in most of the other cases)

    For comparison, second image is what it looks like with autofit.

     

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    Post edited by Oso3D on
  • Kendall SearsKendall Sears Posts: 2,995

    Ok, my favorite thing about VWD so far is that, assuming you are dealing with simple shirts and similar, it is INCREDIBLY simple to fix the shrinkwrap boob problem. The following image, the shirt had 'androgenous' turned up and the other attributes diminished, so it was a fairly simple basic formless shirt. I made the free edges rigid, did the drape... and within a minute had a good looking top. ...

    Like, now that I know how to do it? 5-10 minutes to get something that fits WAY better than regular autofit.

    Sure, anything more complex than a simple shirt is going to take more work, and I'm finding very stiff outfits rather tricky, but that's probably 3/4 of what I need. (And being able to quickly make buttons rigid helps in most of the other cases)

    For comparison, second image is what it looks like with autofit.

     

    Will, on that shirt increase the stiffness on the backside face of the hem.  You could also increase the strength of the fold "edge" if it is available for the mode you are in.  The gravity sim pulled the backface down.  Also, the shirt's cling is too strong and it is allowing the contours of the shorts to distort the surface of the fabric.  These are common issues that are relatively simple to fix from the user end.

    Kendall 

  • wolf359wolf359 Posts: 3,929

    Ok, my favorite thing about VWD so far is that, assuming you are dealing with simple shirts and similar, it is INCREDIBLY simple to fix the shrinkwrap boob problem. The following image, the shirt had 'androgenous' turned up and the other attributes diminished, so it was a fairly simple basic formless shirt. I made the free edges rigid, did the drape... and within a minute had a good looking top. ...

    Like, now that I know how to do it? 5-10 minutes to get something that fits WAY better than regular autofit.

    Sure, anything more complex than a simple shirt is going to take more work, and I'm finding very stiff outfits rather tricky, but that's probably 3/4 of what I need. (And being able to quickly make buttons rigid helps in most of the other cases)

    For comparison, second image is what it looks like with autofit.

     

    Will may I ask what hair that figure is wearing?
  • Oso3DOso3D Posts: 15,084

    Will, on that shirt increase the stiffness on the backside face of the hem.  You could also increase the strength of the fold "edge" if it is available for the mode you are in.  The gravity sim pulled the backface down.  Also, the shirt's cling is too strong and it is allowing the contours of the shorts to distort the surface of the fabric.  These are common issues that are relatively simple to fix from the user end.

    Kendall 

    I'm not sure how to do the first thing, I'm not entirely sure how to do the second (I upped the rigidity of the edges, not sure how to do it MORE), as for the contours of the shorts, I'm not entirely sure what you mean... maybe it needs to be more rigid so the mesh doesn't distort so much?

    Anyway, will learn more and more with each attempt.

    (This is one reason I like using my procedural shaders -- you lose cool big patterns, but you gain the ability to thumb your nose at uv mesh)

     

  • Oso3DOso3D Posts: 15,084

    I also think, looking back on it, that I picked a poor choice of texture for that shirt, because it's designed fairly thin, which makes the edges look weird when the texture looks thick.

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