dForce Verified Functional Clothing [Out of the Box]

1235713

Comments

  • sapatsapat Posts: 1,735
    L'Adair said:

    y3kman answered first, but I'd like to expand on the answer for others who may come to this thread later.

    When you add a dForce modifier to an object, there are a number of new properties added to each surface, or material zone, of the object. These new parameters allow you to specifiy how each surface will react in the simulation. Here is the official list and explanation of those properties:

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here#surface_properties

    To access the new properties, select the object in the Scene tab, then go to Surfaces->Editor->[object] . Double-click on the object to view the list of material zones. With the object selected, you can make changes to all of the zones at once. Just scroll down until you see the properties for dForce beginning with "Visible in Simulation". To make changes to one zone, click on it, and scroll down to the dForce properties. For more than one zone, click on one zone, and then Ctrl+click on the other zones. For example, on an imaginary dress, you could click on Belt, and then Ctrl+click on Buttons, and then turn "Visible in Simulation" Off.

    If the Belt and Buttons of our imaginary shirt do not have material zones, go to the top menu and click on Create. Scroll down to and click on Add New dForce Weight Node, (or something like that. Doing this from memory.) With the object selected, choose the Weight Maps tool, and then open the Tool Settings pane. (If you haven't already done so, you may want to dock Tool Settings for easy access.) You can then use the Weight Map tool to "paint" little or no weight to the Belt and Buttons.

    Mada tells how much better in this video on Dforce Weightmaps

    ETA: I'm pretty sure "Pre-Drape" means using the "Start Bones From Memorized Pose" option, one of the Global Properties you find under the Simulation Settings tab. Here is the official list and explanation of those properties:

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here#global_properties

    (Thank you, @Chohole, for the links to the specific areas of the Start Here posts.)

    Holy Cow, this is the motherload!  Thank you so much!!!  Now I can sit down with a book on quantum physics to figure out the different forces from the person who wrote the 'start here' stuff.  I'd need an advanced engineering degree to figure out what some of that stuff means in layman's terms.  Nice to know the techie talk, but how bout dforce terminology for dummies with real world illustrations showing the effect of how minimum and maximum effects would look on fabric? surprise

  • zombietaggerungzombietaggerung Posts: 3,843
    edited November 2017

    Well, the cape from this https://www.daz3d.com/explorer-suit-for-genesis-3-male-s works. I've only tried 3 things thus far and this is the only thing that hasn't exploded. Everything was set on the defaults, except I turned up the Stabilization time to 1.5. Have a crap test render.

    explorer cape.png
    500 x 400 - 135K
    Post edited by zombietaggerung on
  • riftwitchriftwitch Posts: 1,439
    TheKD said:

    I did that once by accident, came back to a puddle of goo girl and was horrified at what I had done :P

    I'd love to see a render of that.
  • L'AdairL'Adair Posts: 9,479
    sapat said:
    L'Adair said:

    y3kman answered first, but I'd like to expand on the answer for others who may come to this thread later.

    When you add a dForce modifier to an object, there are a number of new properties added to each surface, or material zone, of the object. These new parameters allow you to specifiy how each surface will react in the simulation. Here is the official list and explanation of those properties:

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here#surface_properties

    To access the new properties, select the object in the Scene tab, then go to Surfaces->Editor->[object] . Double-click on the object to view the list of material zones. With the object selected, you can make changes to all of the zones at once. Just scroll down until you see the properties for dForce beginning with "Visible in Simulation". To make changes to one zone, click on it, and scroll down to the dForce properties. For more than one zone, click on one zone, and then Ctrl+click on the other zones. For example, on an imaginary dress, you could click on Belt, and then Ctrl+click on Buttons, and then turn "Visible in Simulation" Off.

    If the Belt and Buttons of our imaginary shirt do not have material zones, go to the top menu and click on Create. Scroll down to and click on Add New dForce Weight Node, (or something like that. Doing this from memory.) With the object selected, choose the Weight Maps tool, and then open the Tool Settings pane. (If you haven't already done so, you may want to dock Tool Settings for easy access.) You can then use the Weight Map tool to "paint" little or no weight to the Belt and Buttons.

    Mada tells how much better in this video on Dforce Weightmaps

    ETA: I'm pretty sure "Pre-Drape" means using the "Start Bones From Memorized Pose" option, one of the Global Properties you find under the Simulation Settings tab. Here is the official list and explanation of those properties:

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here#global_properties

    (Thank you, @Chohole, for the links to the specific areas of the Start Here posts.)

    Holy Cow, this is the motherload!  Thank you so much!!!  Now I can sit down with a book on quantum physics to figure out the different forces from the person who wrote the 'start here' stuff.  I'd need an advanced engineering degree to figure out what some of that stuff means in layman's terms.  Nice to know the techie talk, but how bout dforce terminology for dummies with real world illustrations showing the effect of how minimum and maximum effects would look on fabric? surprise

    LOL I know exactly what you mean! But I promise, the more you work with dForce and see how the seetings affect things, the more sense all that tech speak will make. I all but passed out when I first tried to read that Start Here thread. Now some of it makes a bit of sense.

    I did try to include information that was specific to your questions, that wouldn't require an advance degree in Physics. After all, I don't have one, either!

  • sapatsapat Posts: 1,735
    L'Adair said:
    sapat said:
    L'Adair said:

    LOL I know exactly what you mean! But I promise, the more you work with dForce and see how the seetings affect things, the more sense all that tech speak will make. I all but passed out when I first tried to read that Start Here thread. Now some of it makes a bit of sense.I did try to include information that was specific to your questions, that wouldn't require an advance degree in Physics. After all, I don't have one, either

    LOL, I appreciate that.  They like to say 'it's not rocket science', but in this case it sure feels like it! 

  • y3kmany3kman Posts: 825
    sapat said:
    L'Adair said:
    sapat said:
    L'Adair said:

    LOL I know exactly what you mean! But I promise, the more you work with dForce and see how the seetings affect things, the more sense all that tech speak will make. I all but passed out when I first tried to read that Start Here thread. Now some of it makes a bit of sense.I did try to include information that was specific to your questions, that wouldn't require an advance degree in Physics. After all, I don't have one, either

    LOL, I appreciate that.  They like to say 'it's not rocket science', but in this case it sure feels like it! 

    You have no idea. I actually had to look up tables for fabric friction coefficients, shear stress and other stuff. Turns out those are worthless since your #1 priority is to make sure the clothes doesn't explode. Basically, for an initial simulation, I just put friction, shear and bend at the lowest setting and slowly increase the values until the clothes explode again.

  • nicsttnicstt Posts: 11,715
    edited November 2017
     though we may never see DS 5 like was supposed to come after .9, now we're back to .1?

    DS 4 was barely out when the "what we'd like to see in DS 5" thread was started, for one thing. For another, the newest version of DS is 4.10, not 4.1; software development versioning does not always stop at a .9 minor version as anyone that's studied software like the Linux Kernel development can tell you.

    I understand software versioning. It still makes no sense. If you go from 4.01 to 4.09 then you can say 4.10. If you go from 4.1 through 4.9, you go to 5. Minor versions would be 4.9.9 before going to 5. Or 4.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9.9 and then you go to 5.

    But at some point, you have to accept that there's a 5 in your future. Embrace the 5.

     

    No, the dot/point/period is not a decimal separator; each section indicates the importance of the severity of the change. It is not constrained to a max number of changes at any given level of importance... And I'm sorry, if it doesn't make sense, then you don't understand it.

    4 to 5 would indicate serious upgrades to the SDK, and would likely break lots of things.

    Post edited by nicstt on
  • jaxprogjaxprog Posts: 312

    I have had successful dForce experiments with xtrart-3d's product, X Fashion Lace Babydoll (lingerie for G3F) and Lilflame's Bikini Coverup (G3F). These are available on Renderosity.

  • sapatsapat Posts: 1,735
    y3kman said:
    sapat said:
    L'Adair said:
    sapat said:
    L'Adair said:

    LOL I know exactly what you mean! But I promise, the more you work with dForce and see how the seetings affect things, the more sense all that tech speak will make. I all but passed out when I first tried to read that Start Here thread. Now some of it makes a bit of sense.I did try to include information that was specific to your questions, that wouldn't require an advance degree in Physics. After all, I don't have one, either

    LOL, I appreciate that.  They like to say 'it's not rocket science', but in this case it sure feels like it! 

    You have no idea. I actually had to look up tables for fabric friction coefficients, shear stress and other stuff. Turns out those are worthless since your #1 priority is to make sure the clothes doesn't explode. Basically, for an initial simulation, I just put friction, shear and bend at the lowest setting and slowly increase the values until the clothes explode again.

    surprise they have math for fabric?  Yikes.  but yeah, my main priority is just silently saying 'please don't explode' in my head over and over while it runs. yes

  • TheKDTheKD Posts: 2,711

    Trying to use the numbers from info found online is unlikely to be helpful. Meshes will react differently, using the same numbers, depending on mesh density(how large or small the polygons are).

  • Ive noticed It works best with clothing that is one solid poly group. When you start to get things with multiple poly groups thats when things start to go ka'boom!

    I'm learning to avoid clothing that has lots of belt loops, or shirts with buttons and collars. Ect.

  • zombietaggerungzombietaggerung Posts: 3,843
    edited November 2017

    The shirt from this https://www.daz3d.com/urban-sport-for-genesis-3-male-s works well. It draped fine first try with the default settings. I'll have to try it again in a more extreme pose, like a handstand or something.

    And this shirt https://www.daz3d.com/contemporary-romeo-outfit-for-genesis-8-male-s sort of works, but I had to make the belt stiffness 10, and I did the same to the rings and lace ties on it but the laces bit did some weird crumpling thing, like it sort of drew up. It was strange, I don't have a render since I was just testing a bunch of stuff. I imagine the untucked version of the shirt would probably work better.

    Post edited by zombietaggerung on
  • sapatsapat Posts: 1,735
    edited November 2017

    The shirt from this https://www.daz3d.com/urban-sport-for-genesis-3-male-s works well. It draped fine first try with the default settings. I'll have to try it again in a more extreme pose, like a handstand or something.

    And this shirt https://www.daz3d.com/contemporary-romeo-outfit-for-genesis-8-male-s sort of works, but I had to make the belt stiffness 10, and I did the same to the rings and lace ties on it but the laces bit did some weird crumpling thing, like it sort of drew up. It was strange, I don't have a render since I was just testing a bunch of stuff. I image the untucked version of the shirt would probably work better.

    Mada did an instructional video using dforce on the romeo outfit shirt.  https://www.youtube.com/watch?v=qc7ANwKokk0  She turned off the dynamics for the belt and both buckles, and the ties as well I believe, plus she turned them off too I think.  She turned down the dynamic on the sleeves and cuffs to about 0.80 so they didn't droop as much.  Then she did something to the eyelets since they're a ridid surface....anyway, it looked good in her video.

    Post edited by sapat on
  • sapat said:

    The shirt from this https://www.daz3d.com/urban-sport-for-genesis-3-male-s works well. It draped fine first try with the default settings. I'll have to try it again in a more extreme pose, like a handstand or something.

    And this shirt https://www.daz3d.com/contemporary-romeo-outfit-for-genesis-8-male-s sort of works, but I had to make the belt stiffness 10, and I did the same to the rings and lace ties on it but the laces bit did some weird crumpling thing, like it sort of drew up. It was strange, I don't have a render since I was just testing a bunch of stuff. I imagine the untucked version of the shirt would probably work better.

    Mada did an instructional video using dforce on the romeo outfit shirt.  https://www.youtube.com/watch?v=qc7ANwKokk0  She turned off the dynamics for the belt and both buckles, and the ties as well I believe, plus she turned them off too I think.  She turned down the dynamic on the sleeves and cuffs to about 0.80 so they didn't droop as much.  Then she did something to the eyelets since they're a ridid surface....anyway, it looked good in her video.

    Yes it did just occur to me that that's the shirt used in that video. I really need to watch that.

  • nohiznguyennohiznguyen Posts: 263
    edited November 2017
    d062a.jpg
    800 x 1000 - 144K
    Post edited by nohiznguyen on
  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    Congratulations; you've made me want to get that dress.  Wow...  Beautifully done!

    --  Morgan

     

  • L'AdairL'Adair Posts: 9,479

    I've got that dress and I've never used it. Your image is so much better than the official promos.

    Was this done with the default settings? Did you set the "waistband" to "0" Dynamic Strength? (It looks like you may have.)

    As @CypherFOX stated, "Beautifully done!"

  • zombietaggerungzombietaggerung Posts: 3,843
    edited November 2017

    More dforce tests: This https://www.daz3d.com/minos-outfit-for-genesis-2-male-s works, just turn off self collide and don't render it from the back because it sort of splits open along the rear seam. *giggle* Ahem. I am sure however, that this could be solved with weight maps, but I haven't gotten there with my tests.

    https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s works quite well, just turn off the Dynamic Strength on the clasp.

    https://www.daz3d.com/spartan-warrior-for-genesis-3-male-s skirt works ok, the leather bits fall off, but again can probably be solved with weight maps. Except for the waist bit, that clings weirdly. The cape works beautifully, just turn off the Dynamic Strength on the clasp.

    I did try all of these with a "geo-graft" just to see if I could get fabric to drape over his gens as it should, and it worked pretty well I just made the geo-graft a Dynamic Static Surface, and at least for the Highlander Kilt I had to pull it out away a bit so that it would cover the gens. 

    minos loin cloth.png
    1000 x 1000 - 1M
    highlander kilt.png
    1000 x 1000 - 1M
    spartan warrior kilt.png
    1000 x 1000 - 976K
    spartan warrior cape.png
    1000 x 1000 - 906K
    Post edited by zombietaggerung on
  •  

     

    CypherFOX said:

    Greetings,

    Congratulations; you've made me want to get that dress.  Wow...  Beautifully done!

    --  Morgan

     

     

    L'Adair said:

    I've got that dress and I've never used it. Your image is so much better than the official promos.

    Was this done with the default settings? Did you set the "waistband" to "0" Dynamic Strength? (It looks like you may have.)

    As @CypherFOX stated, "Beautifully done!"

    Tks CypherFOX and L'Adair ! smiley

    And for the settings, I just add dForce dynamic surface to the dress after posing, no tweakings. Ah, I did use "Current Frame" for simulation, not "Animation".

  • DaWaterRatDaWaterRat Posts: 2,885

    Bah.  Forgot to render.

    Roma blouse works.  Haven't tried the skirts yet.

  • 3Diva3Diva Posts: 11,970
    edited November 2017

    Bah.  Forgot to render.

    Roma blouse works.  Haven't tried the skirts yet.

    Link? I google searched Roma Blouse Daz Studio - comes up nada.

    Post edited by 3Diva on
  • DaWaterRatDaWaterRat Posts: 2,885
    edited November 2017

    My mistake

    Romi, not Roma
    https://www.daz3d.com/romi-for-genesis-3-females

    edited to add picture, now that I've had a chance to render.

    TEC v5.png
    850 x 1100 - 913K
    Post edited by DaWaterRat on
  • Chanteur-de-VentChanteur-de-Vent Posts: 567
    edited November 2017

    Not surprisingly, Seductive Silk Dress works as well with standard settings: https://www.daz3d.com/seductive-silk-dress-for-genesis-3-female-s

    Seductive_silk_dress-Dforce.png
    1600 x 2000 - 3M
    Post edited by Chanteur-de-Vent on
  • Twilight76Twilight76 Posts: 318
    edited November 2017
    Dynamic and Character Test_mod.jpg
    2000 x 2000 - 5M
    Post edited by Twilight76 on
  • sapatsapat Posts: 1,735

    More dforce tests: This https://www.daz3d.com/minos-outfit-for-genesis-2-male-s works, just turn off self collide and don't render it from the back because it sort of splits open along the rear seam. *giggle* Ahem. I am sure however, that this could be solved with weight maps, but I haven't gotten there with my tests.

    https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s works quite well, just turn off the Dynamic Strength on the clasp.

    https://www.daz3d.com/spartan-warrior-for-genesis-3-male-s skirt works ok, the leather bits fall off, but again can probably be solved with weight maps. Except for the waist bit, that clings weirdly. The cape works beautifully, just turn off the Dynamic Strength on the clasp.

    I did try all of these with a "geo-graft" just to see if I could get fabric to drape over his gens as it should, and it worked pretty well I just made the geo-graft a Dynamic Static Surface, and at least for the Highlander Kilt I had to pull it out away a bit so that it would cover the gens. 

    I wonder if you turned off the dynamics on the leather bits if they'd stay in place like it did for the clasp?  I love these 'man skirts', and I imagine it would work the same for gladiator things too.

  • sapat said:

    More dforce tests: This https://www.daz3d.com/minos-outfit-for-genesis-2-male-s works, just turn off self collide and don't render it from the back because it sort of splits open along the rear seam. *giggle* Ahem. I am sure however, that this could be solved with weight maps, but I haven't gotten there with my tests.

    https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s works quite well, just turn off the Dynamic Strength on the clasp.

    https://www.daz3d.com/spartan-warrior-for-genesis-3-male-s skirt works ok, the leather bits fall off, but again can probably be solved with weight maps. Except for the waist bit, that clings weirdly. The cape works beautifully, just turn off the Dynamic Strength on the clasp.

    I did try all of these with a "geo-graft" just to see if I could get fabric to drape over his gens as it should, and it worked pretty well I just made the geo-graft a Dynamic Static Surface, and at least for the Highlander Kilt I had to pull it out away a bit so that it would cover the gens. 

    I wonder if you turned off the dynamics on the leather bits if they'd stay in place like it did for the clasp?  I love these 'man skirts', and I imagine it would work the same for gladiator things too.

    That's a good idea, I'll definitely try that. Or probably with weightmaps. *sigh* So many new things to learn.

  • sapatsapat Posts: 1,735
    sapat said:

    More dforce tests: This https://www.daz3d.com/minos-outfit-for-genesis-2-male-s works, just turn off self collide and don't render it from the back because it sort of splits open along the rear seam. *giggle* Ahem. I am sure however, that this could be solved with weight maps, but I haven't gotten there with my tests.

    https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s works quite well, just turn off the Dynamic Strength on the clasp.

    https://www.daz3d.com/spartan-warrior-for-genesis-3-male-s skirt works ok, the leather bits fall off, but again can probably be solved with weight maps. Except for the waist bit, that clings weirdly. The cape works beautifully, just turn off the Dynamic Strength on the clasp.

    I did try all of these with a "geo-graft" just to see if I could get fabric to drape over his gens as it should, and it worked pretty well I just made the geo-graft a Dynamic Static Surface, and at least for the Highlander Kilt I had to pull it out away a bit so that it would cover the gens. 

    I wonder if you turned off the dynamics on the leather bits if they'd stay in place like it did for the clasp?  I love these 'man skirts', and I imagine it would work the same for gladiator things too.

    That's a good idea, I'll definitely try that. Or probably with weightmaps. *sigh* So many new things to learn.

    So many and too many.....frown

  • L'AdairL'Adair Posts: 9,479
    sapat said:

    More dforce tests: This https://www.daz3d.com/minos-outfit-for-genesis-2-male-s works, just turn off self collide and don't render it from the back because it sort of splits open along the rear seam. *giggle* Ahem. I am sure however, that this could be solved with weight maps, but I haven't gotten there with my tests.

    https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s works quite well, just turn off the Dynamic Strength on the clasp.

    https://www.daz3d.com/spartan-warrior-for-genesis-3-male-s skirt works ok, the leather bits fall off, but again can probably be solved with weight maps. Except for the waist bit, that clings weirdly. The cape works beautifully, just turn off the Dynamic Strength on the clasp.

    I did try all of these with a "geo-graft" just to see if I could get fabric to drape over his gens as it should, and it worked pretty well I just made the geo-graft a Dynamic Static Surface, and at least for the Highlander Kilt I had to pull it out away a bit so that it would cover the gens. 

    I wonder if you turned off the dynamics on the leather bits if they'd stay in place like it did for the clasp?  I love these 'man skirts', and I imagine it would work the same for gladiator things too.

    That's a good idea, I'll definitely try that. Or probably with weightmaps. *sigh* So many new things to learn.

    It the leather bits have their own material zone, you can try setting Dynamic Strength to 0, (zero,) for that zone. And any other zones you don't want dForcing. (Metal, Buttons, etc., depending on the outfit.)

  • brainmuffinbrainmuffin Posts: 1,267

    Is there a primer on this thing? I have some of the content listed as working and I want to play.

  • fixmypcmikefixmypcmike Posts: 19,682

    Is there a primer on this thing? I have some of the content listed as working and I want to play.

    https://www.daz3d.com/forums/discussion/144121/dforce-start-here

Sign In or Register to comment.