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ok.. I must be doing something wrong... I've watched numerous videos and read a few threads on dForce... and I think I'm doing what I should... I don't seem to be having "OUT OF THE BOX" results like everyone else... ughhh... Simulations are taking waaaaaay long.. and I'm getting poke through up the waazoo... I'll play more...
Here's a render I did for https://www.daz3d.com/classy-casual-outfit-for-genesis
I had to do a bit of postwork to hide the poke through spots... mostly around the belt and shoulders.
Time to simulate = 25 minutes
Oh, Thank You! :D I appreciate you testing that out! Please let me know how it goes - if you finish the simulation, that is. I understand if you stop it early, cause WOW! Nearly an HOUR and only half way there? Ouch!
I posted more pictures below this one.. there is a LOT of separation on the bands of the sleeves... I fudged a render to hide them... You may have to refresh the page to see the other renders... You responded pretty quickly back. How long is the simulation supposed to take??? Maybe I'm doing something wrong? :(
Yeah, I've been seeing the forum being weird lately - other people's posts sometimes don't show up for me for quite a few minutes, even if I refresh the page. :(
Oy, I see what you mean about the sleeve speration. Weird. :(
Simulation time is going to vary greatly depending on your machine and your graphics card, I believe. I have a fairly new machine with a decent card and my simulations usually run anywhere from 1 minute to 20 minutes depending on what all I have in the scene and how complex the item is that dForce is simulating. People with older machines or older video cards are probably going to be getting much higher sim times.
Thank you again for testing the dress! That was really nice of you. :D
For the poke through - I get that too. DForce tends to turn smoothing OFF. So after the simulation you'll need to turn smoothing on for the clothing item.
Yes.. I read that.. and did that.. still got poke through... To fix most of the sweater poke though I scaled it up about 2percent. That fixed all but a tiny bit of the shoulder which I easily fixed in postwork. The belt however I had a little more postwork to fix.
Oh my are you a lucky kitten... :) My hard drive died 2 months ago so I had to get a new one... Not complaining.. I got 5tb of hard drive now.. woo hoot.. and expanded my RAM memory to 16gb... but unfortunately I have to live with my graphics card... an AMD Radeon HD 5570 (not to shabby... can't afford to buy a Nvidea card)... my computer has an AMD Phenom II X6 1045T Processor 2.70 GHz... I'm told it's pretty powerful... lol. It will have to do. I'll play more with the dForce... I'll add my simulation time when I post my renders. I'd love to have a 1minute simulation (criezzzzzzzzzzzzz)
Did you turn smoothing way up? Sometimes you need to jack it up to like 40+. Also, push modifiers can help too. I've not had to do post work on poke-through in quite a while, as usually raising smoothing up and/or adding a push modifier usually does the trick. But yeah, sometimes no matter what you try post work is needed. :( I think you did a good job though - it looks nice (and Christmasy!). :D
Four things really helped me to speed up my simulations:
1) Turn the "Start Bones from Memorized Pose" to OFF
2) Turn "Self Colide" (under the surfaces tab) to OFF
3) Turn the figure's resolution down to "Base"
4) Hide EVERYTHING in the scene except the figure and the clothing item you're simulating
(If you're already doing those, just ignore this. lol)
Have you turned self-collision off in the surfaces tab?
Yes ma'am ... did that ;)
kk.. checking the project... Smoothing is up to default (20)... played with it a bit and when I put it up to 100 most of the belt area is fixed.. but... it also smooths out the nice folds that simulation did in the dress... (not sure what a push modifier is... or how to make one) I guess there will always have to be a happy compromise? I will play some more today... question.. all this work to get a good render... is that still concidered 'out of the box?'
CHECKING PROJECT....
Four things really helped me to speed up my simulations:
1) Turn the "Start Bones from Memorized Pose" to OFF... off... CHECK
2) Turn "Self Colide" (under the surfaces tab) to OFF... off on belt, buckle and dress... CHECK
3) Turn the figure's resolution down to "Base"... no other option given.. so.. CHECK
4) Hide EVERYTHING in the scene except the figure and the clothing item you're simulating... nothing else is in the scene except back wall and floor ... both were off. I usually leave the floor on if it is a long dress though. Not sure if that is correct or if dForce knows there is a floor there on all simulations.
(If you're already doing those, just ignore this. lol) ... I'll play more today paying special attention to what you suggest. More later...
Oh.. does this mean the hair too? So simulate with the character bald??? lol
You can select the hair and go to parameters/simulation and turn Visible in Simulation to Off. Hair really slows a simulation down in my experience.
ok Aave.. I will try that too... I'll compare simulations with hair off and hair on... to see the difference.. Thanks :)
oh Aave.. the simulation I did above with 'Sensibility' V4 is bald.. that's just the painted on hair btw. It still took 46minutes and there is nothing else in the scene (except for the floor... for the dress to drape against)
The other thing I've found is that simulating multiple layers (like with your jacket and dress) takes a lot of time. I just finished playing with Elven Dress for Genesis in dForce (hood, cape and dress set to dForce) and a thirty frame, animated drape with the standard timesavers (self-collide and memorized pose turned off) took 15 minutes.
Dress did fine, although the sleeves and the hood end of being kind of heavy and limp-looking with Simulation Strength at 1.0-might work better at 0.8 or 0.5. Cape required weightmapping at the clasp, and the front section of the cape kind of floated out from the body like I had a wind node going.
Here's the MFD on G2F (same as above) but with Memorized Pose ON... Looks pretty good :) There's a little funkieness at the bottom with her left foot (see below)... but camera angle can cover that. I wonder what would happen if I put shoes on her.
12minute 50second simulation
I am sorry to take up so much of this thread... but I'm hoping my experiments will help others with their simulations. Let me know if I should quit posting here and start another thread if I am 'off topic."
Thank you Odaa... I'm not sure how to simulate them separately. I thought if I had only the dress selected it would just simulate that.. but it ended up doing both pieces. 15minutes is still not bad for your 3 things.. my dress/jacket took 25minutes... I will have to try simulating it again without the hair (as Aave suggested) Have NO idea what weightmapping is... humm.. Do you have your experiment uploaded somewhere?.. I'd love to see it... I'm determined to get dForce to work... ;)
Personally, I think sharing what you have to do to make an outfit work with dForce is useful and on-topic, and that's what the exchange earlier was about. The MFD post seems perfectly on-topic to me. good job!
Thanks Odaa.. I'll keep experimenting and posting til I am told otherwise ;)
This was the main reason I put a split down the front of the robe I made, it takes the pressure off !
which robe please?
ok.. did another test with shoes... the simulation ignored the shoes all together and added 2 more minutes to the simulation time.
Dresses that wouldn't split that far apart in real life won't do it with dforce either, it will either start pulling through the mesh underneath or explode. What I would try for that pose is using the timeline - set it up so that the plane moves upwards and push the dress up to above her knees - then start your pose sequence later in the timeline once its above her knee, that way it should fall more like a dress that you pull up because its too narrow to step that far. That said I haven't tried doing it myself so no guarantee that it would work :)
I am going to try that right now... I never thought to use the plane as a guideline... I think that's what you mean. I think I understand the timeline bit... I'll post asap... Thanks Mada!
SpaceDweller for V4: First off, this converts quite well to G3F, at least if you have Sickleyield's Ultra Templates. Dress is the main piece that works, although I haven't tested the pants exhaustively. The main body of the cape isn't wielded to the collar, and will fall off unless additional steps are taken. I recommend dForcing the cape and making it not visible to DForce simulation. Tabard-the outer layer above the dress-throws errors when I try to run a simulation, but making it invisible in simulation and then setting it to collide with the dress once the dynamic simulation is done, and using the tabard's built in movement morphs to finish positioning it.