dForce Verified Functional Clothing [Out of the Box]

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  • OdaaOdaa Posts: 1,548

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff!

    Awesome, thank you!

  • sapatsapat Posts: 1,735

    Never tried morphs before this is the weight morph, and dare I try him George. I did turn on smoothing for the wieght morph. So there are some limits to DForce !

    Is there a way to make a transmap option so that the 'skirt' part in the middle front is all one solid fabric instead of split open?  It would make it look more like the robe I usually see on these guys.  Plus....it would eliminate any 'peek a boo' from down below.  A good solid one piece robe would be a great product with the staff.  Maybe the traditional rope belt too?

  • sapatsapat Posts: 1,735
    Odaa said:

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff

    In another thread there was talk of taking things like belts and turning off dynamics on them. Select the belt, then dial down Dynamic to 0 instead of 1.0 so it's not part of the sim.

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 2017
    sapat said:
    Odaa said:

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff

    In another thread there was talk of taking things like belts and turning off dynamics on them. Select the belt, then dial down Dynamic to 0 instead of 1.0 so it's not part of the sim.

    I tried that and it work to some degree, I also had edging all around the robe and collar and that was a bad idea it exploded so that had to go. The split in the middle is so the legs can be posed more easily. If I made it one piece with no split I would have to make the skirt a lot longer to allow for the movement of the legs so then it would have to sit above the ground or you would have collision problems. By default the tears are turned off and you just apply the material when you need the torn look. You could do a geograph of the robe and make another trans map to get a more layered look. I'm splitting up the products now so people can buy what they want. A female version looks easy enough to do, and I did get a G8M version working last night, so will gear them to look more like a monk and keep the AOD version for the Midnight Skeleton.

    Post edited by Midnight_stories on
  • 3Diva3Diva Posts: 11,970
    sapat said:
    Odaa said:

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff

    In another thread there was talk of taking things like belts and turning off dynamics on them. Select the belt, then dial down Dynamic to 0 instead of 1.0 so it's not part of the sim.

    I tried that and it work to some degree, I also had edging all around the robe and collar and that was a bad idea it exploded so that had to go. The split in the middle is so the legs can be posed more easily. If I made it one piece with no split I would have to make the skirt a lot longer to allow for the movement of the legs so then it would have to sit above the ground or you would have collision problems. By default the tears are turned off and you just apply the material when you need the torn look. You could do a geogaph of the robe and make another trans map to get a more layered look. I'm splitting up the products now so people can buy what they want. A female version looks easy enough to do, and I did get a G8M version working last night, so will gear them to look more like a monk and keep the AOD version for the Midnight Skeleton.

    Very cool! I look forward to seeing these in the store! :)

  • OdaaOdaa Posts: 1,548

    My old, love-to-hate favorite the Military Dress Uniform can be made to work with dforce: (tunic and pants only you need to set self collision off, and include the buttons and belt buckle in the simulation (don't set them to off), but for those surfaces, increase bend resistence and friction to 1.0, and drop simulation strength to 0.5. You may also want to play with the constrain ratio and friction on the belt and collar, and for a crisper, more pressed look I suspect that you will need to reduce simulation strength on the cloth surfaces as well.

    Only the G3M version was tested, but I assume the G2M will work as well.

  • It works on anything... Including people. It's funny watching your character fold in on its self!

    I'm Melting!... IM MELTING! hehe

     

    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

    Aww...no pictures? Or would they violate something in the TOS for being too gory? cheeky

  • Odaa said:

    My old, love-to-hate favorite the Military Dress Uniform can be made to work with dforce: (tunic and pants only you need to set self collision off, and include the buttons and belt buckle in the simulation (don't set them to off), but for those surfaces, increase bend resistence and friction to 1.0, and drop simulation strength to 0.5. You may also want to play with the constrain ratio and friction on the belt and collar, and for a crisper, more pressed look I suspect that you will need to reduce simulation strength on the cloth surfaces as well.

    Only the G3M version was tested, but I assume the G2M will work as well.

    Very smart it took me a while to work out turning off the self collide. Great stuff !

  • sapatsapat Posts: 1,735
    sapat said:
    Odaa said:

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff

    In another thread there was talk of taking things like belts and turning off dynamics on them. Select the belt, then dial down Dynamic to 0 instead of 1.0 so it's not part of the sim.

    I tried that and it work to some degree, I also had edging all around the robe and collar and that was a bad idea it exploded so that had to go. The split in the middle is so the legs can be posed more easily. If I made it one piece with no split I would have to make the skirt a lot longer to allow for the movement of the legs so then it would have to sit above the ground or you would have collision problems. By default the tears are turned off and you just apply the material when you need the torn look. You could do a geograph of the robe and make another trans map to get a more layered look. I'm splitting up the products now so people can buy what they want. A female version looks easy enough to do, and I did get a G8M version working last night, so will gear them to look more like a monk and keep the AOD version for the Midnight Skeleton.

    Okie,  I just thought with dynamics that the legs could be posed even without the split, but that might be asking too much of the fabric.  Look forward to seeing the final edition!

  • OdaaOdaa Posts: 1,548
    sapat said:
    sapat said:
    Odaa said:

    I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.

    Hmm might do a morph to hide the blade and make it into a staff

    In another thread there was talk of taking things like belts and turning off dynamics on them. Select the belt, then dial down Dynamic to 0 instead of 1.0 so it's not part of the sim.

    I tried that and it work to some degree, I also had edging all around the robe and collar and that was a bad idea it exploded so that had to go. The split in the middle is so the legs can be posed more easily. If I made it one piece with no split I would have to make the skirt a lot longer to allow for the movement of the legs so then it would have to sit above the ground or you would have collision problems. By default the tears are turned off and you just apply the material when you need the torn look. You could do a geograph of the robe and make another trans map to get a more layered look. I'm splitting up the products now so people can buy what they want. A female version looks easy enough to do, and I did get a G8M version working last night, so will gear them to look more like a monk and keep the AOD version for the Midnight Skeleton.

    Okie,  I just thought with dynamics that the legs could be posed even without the split, but that might be asking too much of the fabric.  Look forward to seeing the final edition!

    What I would probably end up is using something like the MFD (which does work with dforce) as an under layer for the skirt and collar, and use shaders to unify it.

  • OdaaOdaa Posts: 1,548

    I've successfully tested the Chandrani dress (autofitted to G3F) and pants, using an animated drape with self collide off. For the dress: turn opacity off on the surfaces called buttons and loops, and make them not visible in simulation. Make the string and metal surfaces (the beaded tie thing at the back of her outfit) not visible to simulation. Pants don't need anything special. You may get minor pokethrough, but don't try mesh smoothing. It will only make it worse. The dress's adjustment morphs are more successful.

  • sapatsapat Posts: 1,735
    Odaa said:

    I've successfully tested the Chandrani dress (autofitted to G3F) and pants, using an animated drape with self collide off. For the dress: turn opacity off on the surfaces called buttons and loops, and make them not visible in simulation. Make the string and metal surfaces (the beaded tie thing at the back of her outfit) not visible to simulation. Pants don't need anything special. You may get minor pokethrough, but don't try mesh smoothing. It will only make it worse. The dress's adjustment morphs are more successful.

    I like that the dress is flared, but am curious about the pants.  They don't show them at all in the clay render, so do they look like normal pair of pants?  Can they be suitable for use with other shirts/tops?  Wish they'd show all parts of the outfit in promos when they're hidden.

  • OdaaOdaa Posts: 1,548
    sapat said:
    Odaa said:

    I've successfully tested the Chandrani dress (autofitted to G3F) and pants, using an animated drape with self collide off. For the dress: turn opacity off on the surfaces called buttons and loops, and make them not visible in simulation. Make the string and metal surfaces (the beaded tie thing at the back of her outfit) not visible to simulation. Pants don't need anything special. You may get minor pokethrough, but don't try mesh smoothing. It will only make it worse. The dress's adjustment morphs are more successful.

    I like that the dress is flared, but am curious about the pants.  They don't show them at all in the clay render, so do they look like normal pair of pants?  Can they be suitable for use with other shirts/tops?  Wish they'd show all parts of the outfit in promos when they're hidden.

    On their own, the pants look like loose fitting leggings (no button or zipper), and I seem to recall that they have a relatively high waistline. If you're familiar with the 1980s fashion of leggings or legwarmers under a long top or short dress, which seems to be making a minor comeback, this is that kind of pants. They're not a good substitute for business slacks, jeans, etc.

  • sapatsapat Posts: 1,735
    Odaa said:
    sapat said:
    Odaa said:

    I've successfully tested the Chandrani dress (autofitted to G3F) and pants, using an animated drape with self collide off. For the dress: turn opacity off on the surfaces called buttons and loops, and make them not visible in simulation. Make the string and metal surfaces (the beaded tie thing at the back of her outfit) not visible to simulation. Pants don't need anything special. You may get minor pokethrough, but don't try mesh smoothing. It will only make it worse. The dress's adjustment morphs are more successful.

    I like that the dress is flared, but am curious about the pants.  They don't show them at all in the clay render, so do they look like normal pair of pants?  Can they be suitable for use with other shirts/tops?  Wish they'd show all parts of the outfit in promos when they're hidden.

    On their own, the pants look like loose fitting leggings (no button or zipper), and I seem to recall that they have a relatively high waistline. If you're familiar with the 1980s fashion of leggings or legwarmers under a long top or short dress, which seems to be making a minor comeback, this is that kind of pants. They're not a good substitute for business slacks, jeans, etc.

    Great, thanks for the info, that's helpful!

  • OdaaOdaa Posts: 1,548
    edited December 2017

    Moroccan Dreams for V4: Used a version I'd converted to G3F a while back. Underdress and Overdress work okay, under the usual conditions (self collide off, animated drape, smoothing modifier). I couldn't get the belt and sash to work, and I think poses with the hands close to the body are going to be problematic because of the big sleeves. Converted version suffered from mesh distortion (the back, hem, and lower skirt) that I was prepared to live with because there is nothing quite like this outfit for the newer characters, and those distortions mostly remained after using dForce, although the hem of the dresses and lower skirt seemed somewhat improved. You will want to set the smoothing modifier on the outer dress to collide with inner dress, not the character wearing the outfit.

    Post edited by Odaa on
  • How well does this work with a geoshell attached?  ie laguna tail or centaur ?

  • OdaaOdaa Posts: 1,548
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

  • Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

  • DaWaterRatDaWaterRat Posts: 2,885
    Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

    Are you using the beta?  because the version I have (4.10.0.107) does not play well with geografts.  As I've learned with more than one geografted pair of pants I've tried under a tunic or other loose shirt.

  • Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

    Are you using the beta?  because the version I have (4.10.0.107) does not play well with geografts.  As I've learned with more than one geografted pair of pants I've tried under a tunic or other loose shirt.

    You have geografted pants? o.O

    No, I'm using the release verions of DS. I used it to morph underthings around Michael's package.

  • DaWaterRatDaWaterRat Posts: 2,885
    Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

    Are you using the beta?  because the version I have (4.10.0.107) does not play well with geografts.  As I've learned with more than one geografted pair of pants I've tried under a tunic or other loose shirt.

    You have geografted pants? o.O

    No, I'm using the release verions of DS. I used it to morph underthings around Michael's package.

    Huh.  There are a couple of late Genesis 2/early Genesis 3 (and maybe others) outfits I have that are skin tight which do something geograft-like (as I understand Geografts) to Gensis Female's legs or arms.  When I use one of the pants from those outfits under a tunic to be draped, she may as well not have legs.

  • 3Diva3Diva Posts: 11,970
    Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

    Are you using the beta?  because the version I have (4.10.0.107) does not play well with geografts.  As I've learned with more than one geografted pair of pants I've tried under a tunic or other loose shirt.

    You have geografted pants? o.O

    No, I'm using the release verions of DS. I used it to morph underthings around Michael's package.

    Huh.  There are a couple of late Genesis 2/early Genesis 3 (and maybe others) outfits I have that are skin tight which do something geograft-like (as I understand Geografts) to Gensis Female's legs or arms.  When I use one of the pants from those outfits under a tunic to be draped, she may as well not have legs.

    Did you try adding the Static Surface dForce modifier to the geograph?

  • DaWaterRatDaWaterRat Posts: 2,885
    edited December 2017
    Odaa said:
    Lasserine said:

    How well does this work with a geoshell attached?  ie laguna tail or centaur ?

    I'm told that dForce doesn't play nice with geoshells and geografts at this stage. I have not tested that for myself.

    I've used it with geografts and it worked.

    Are you using the beta?  because the version I have (4.10.0.107) does not play well with geografts.  As I've learned with more than one geografted pair of pants I've tried under a tunic or other loose shirt.

    You have geografted pants? o.O

    No, I'm using the release verions of DS. I used it to morph underthings around Michael's package.

    Huh.  There are a couple of late Genesis 2/early Genesis 3 (and maybe others) outfits I have that are skin tight which do something geograft-like (as I understand Geografts) to Gensis Female's legs or arms.  When I use one of the pants from those outfits under a tunic to be draped, she may as well not have legs.

    Did you try adding the Static Surface dForce modifier to the geograph?

    Admittedly not.  I usually only add a static surface when I think I need to modify the surface settings on said static item.  Since they're skin tight, I usually just delete them for the drape and then re-load them once it's done.

    Post edited by DaWaterRat on
  • JamesJABJamesJAB Posts: 1,766

    Cozy Sweater Outfit For Genesis 8 Female(s)
    Sweater set to dForce (Sweater fur set as not visible in simulation)
    Collision Mesh Resolution = Viewport
    Collision Mode = Best - Continuous : CCD

  • dragotxdragotx Posts: 1,147

    The tank top in the new https://www.daz3d.com/pei-and-pei-suit-for-genesis-8-female set works great with Dforce.  All I had to do was add the dynamic surface and hit simulate.  My first test was with a character holding the one wearing the tank top up over her head with a hand on the chest of the one wearing the tank top.  It draped around the hand and accross her entire back correctly with no weight maping or other tricks neccessary.  It also handled a couple of standard standing around poses beautifully. I had to do minort adjustments with the morphs built into the shirt to handle the straps, but nothing I wouldn't have to do on regular poses without Dforce.  And it's a great set, and the character is terrific as well.  Very happy with my purchase

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 2017

    Actually trying some animation for the first time !

    Post edited by Midnight_stories on
  • RuphussRuphuss Posts: 2,631

    Kittyhat with dforce

    music by me as always

     

  • OdaaOdaa Posts: 1,548
    edited December 2017

    (Note: All items were set to self-collide off and run through an animated Dforce simulation for 30 frames).

    Everyday 1950 for Genesis: Converted to G3F and tested on same. outer skirt and socks work okay. Blouse is weird...front mesh along the placket distorted badly but made it all the way through the simulation without throwing errors. Did not test sweater or petticoat/underskirt. 

    Notorious for M4: Converted to G3M and tested on same. The cape can be made to sort of work if you weight-map the chain, wolfshead and the places where they join to the fabric to be mostly rigid/gray, following RGcincy's "hanging towel" tutorial, and weightmap the fold/ridge at the top of the cape's collar to blue (all but the very pointy piece at the upper back). Because the outer layer and the lining are two different surfaces, you run the risk of the lining causing pokethrough, but it's the only object I've managed to successfully weight map for Dforce, and I've had bad experiences with Dforcing other capes and cloaks, so I'll call this a win, especially since the cape is the main reason I bought the outfit. The rest of the outfit is not really my thing, but I also dforced the vest and a version of the pants I had morphed to be higher-waisted, with no luck.

    Moroccan Dreams for M4: Converted to G3M and tested on same. Only the robe, cape and hood survived the autofit process, and only the robe survived the Dforce process. Dforce seemed to make the crumpled mesh at the hem of the robe (from autofit process) worse, but depending on the camera angle and texture, it may not be very obvious, and our biblical/Middle Eastern options are kind of limited anyway....

    Although, there is M3 Shepherd: robe, belt, outer robe and headdress all autofitted successfully with the help of the Wear Them All Expansion for Generation 3 characters. Converted all to Dforce, zero'd opacity on the handles for robe and outer robe and hid them from the simulation, did the same for the downward drape of the belt (not wielded to the main mesh). Set main belt fabric to Friction=1.0 and Dynamics Strength to 0.8. Set the band of the headress to Friction=1.0, Dynamics Strength=0.50, Stretch Stiffness=1.0. When you go to add smoothing, you're better off setting the belt and outer robe to collide with the inner robe and the headdress to collide with the outer robe (even if this means a tiny bit of pokethrough on the head).

    Post edited by Odaa on
  • Lion Queen for Genesis works just fine. 

    novv1.png
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  • Llola LaneLlola Lane Posts: 9,620
    edited December 2017

    This is for...Divamakeup  no one seems to be answering her question...

    I tried the Sensibility on V4.. it does drape.. but... It's taking a veeeery long time... here's a glimpse of what I have so far...

    sensibility timing.jpg
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    VICTORIA Sensibility 2minute render tears.png
    512 x 512 - 333K
    VICTORIA Sensibility 2minute render.png
    1024 x 1024 - 1M
    Post edited by Llola Lane on
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