Dynamic Clothing in DAZstudio versus Poser Dynamic Clothing?
Fauvist
Posts: 2,290
in The Commons
Before I buy a lot of DAZstudio-only dynamic clothing (OptiTex), could someone who's experienced please let me know the differences in using it compared to Poser Cloth Room dynamic clothing? And if you can get the same effects as in Poser - like wind movement etc.
Thanks!

Comments
To get the wind movement, you need the plug-in for the dynamic control, with the basic version you can only drape the clothing (and the full version gives you more control over the drape)
ie: you need this:
http://www.daz3d.com/dynamic-clothing-control
Unfortunately that is not part of the 80% off deal, although I have seen it on steep discount in the past.
That said, you can still get a pretty decent drape with the free version, you just don't have the same level of control. The draping itself works in a similar way to the Poser one, and I actually prefer the results compared to Poser, although that is not universal for all items. I also thinks it drapes a bit faster than Poser's, but if the item has a lot of polys (ie 30K or more) then it will still take quite some time to run a simulation.
DS Dynamic control does seem to have some strange bugs, like occassionally an item drops through the floor, or fails to collide with something. Some of us believe there is a limit to how many polys it can collide against, and once that is hit, collisions are ignored.
Hard to say which is better, but since I mostly work in DS these days, I would much rather drape there rather than do it in Poser, and have to do a load of import/exports to get the result back into DS. I also like the way in DS you can add a smoothing modifier to the final drape to remove any small poke through problems, although in Poser you can use the morph brush to clean up these issues.
Both are comparable very slow, take ages to calculate. In Poser you have tons of content to use dynamics on, in DS not really much. If you want (blazing) fast calculated dynamics have a look at VWD over at Renderosity. It is for Poser, but over there are addons for DS and Carrara as well. And you can make almost anything dynamic with VWD (hair as well).
Thanks for the answers! How does the final appearance of the simulate cloth differ from DAZStudio OptiTex and the VWD program? The VWD videos on youtube are in French.
The final result is similar, but... in VWD you can change the draping "live" with the mouse while calculating, if you don't like the result.
There's a limit to how much it can collide with - you can set what it collides with in the control tab - items in the scene like the wall/ceiling/vase in the corner that it won't need to collide with can be turned off. Generally you only need it to collide with the figure and other clothes, but sometimes a chair/floor will be needed too.
On my experience, clothes going through ground often come from the resolution of the ground (too low)
The result depends also of the parameter you used (fixed vertices, nail to collision, gravity, wind, ....) . The draping live is amazing to get the clothe where you want, create a nice drape, manage poke through ... Don't forget that you can clothify whatever you want , not only clothes but : hair, chains (see tutorial), .... and VWD can be pretty addictive. Basic simu take 15 sec to get the result so you can very quickly try new opions. Today, on my opinion, it's the best solution I tested . I think that all pictures in my ds gallery have something made with VWD
I like VWD.
I beta tested the bridge for Studio, then bought on release.
That's also a problem, yes - not enough vertices to collide with. In that case, a plane (subdivided with lots of vertices - possibly brought in from a modeller) can act as the ground for the drape animation and then be removed for render time (or an invisible plane if you're animating and need it there all the time)
I have done that too, but you sub-divide into too many polys and it stops colliding due to the reasons mention above, so it can be a bit of a balancing act.
Try to get the mesh density of the dummy plane at least in the same order of magnitude as the dynamic cloth. It doesn't have to be exact, but remember you're colliding mesh against mesh — if too many cloth vertices drop in between the collision plane vertices, the cloth will not drape the way you thought it was going to, and might fall right through.