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I think my biggest problem with Optitex is that it doesn't scale. I believe there is some workaround involving scaling the rest of the scene so that the cloth can remain its original scale.
Wait, I thought we could freeze a simulation? Wouldn't that keep it from re-simulating when something else is being simulated? It's a one-click button on the parameters tab of the simulated item. No hoop-jumping ;)
Laurie
I think you could scale optitex if I remember correctly. You just had to scale it part by part. I used to scale things like the chest and arms parts to get items to fit better. My biggest problem with optitex was that it would clear if you made any changes to the item after simulating. Seriously frustrating!
You might be correct but I could have sworn I tried to scale the one-piece tablecloth to the size of a bed and it returned to its original scale during the drape. As for the drape reset when moving a limb ... what a PITA!
Use the timeline and make sure you're on your last frame when you scale, or at least the ending pose frame.
Laurie
Hmm...they'll need to fix that. Theortically the only thing that should be cleared is the item you have selected when you press the "Clear" button ;). Oh, well...it's young tech and will improve.
Laurie
...I think I'm just going to stay with rigged clothing. Aave Nainen at least provides a lot of nice movement, pose, and shaping morphs with her designs.
As @barbult said, the "Clear" button in Simulation Settings will clear all the simulations. There is a menu item for clearing the selected item, but the easiest thing to do, imo, is to follow @RGcincy's instructions and create a Short-cut Key to Clear Simulation on Selected Item(s).
DForce has its ups and downs, especially when objects explode on you, but on the whole I've been quite pleased. You do have to take a little extra care to ensure none of the items interesect before running a simulation, but once that's done it tends to be okay. Even if you don't use the DForce tab, the outfits are still fully rigged so can be used as normal. Recently picked up DForce hair, and it looks amazing, though it took ages to simulate. I did get one explosion, since it can be difficult to prevent intersection entirely, but the results speak for themselves.
Oh? How? Don't think i've ever looked at the push modifier.
With OptiTex the trick is to scale everything else to match the clothing, rather than vice versa, do the drape, then - if you need to reset the basic scaling - freeze it (or export to OBJ and reimport as a prop) and scale the resultant static mesh.
dForce uses OpenCL, not CUDA, so it isn't going to suffer from deprecated suport for older cards. Of course more complex items may still leave you unable to run sims at an acceptable speed, but it isn't the same situation as with Iray. (Or at least, I hope not - 750Ti here.)
No, but, I've found that one needs to resolve the depth issue when it misbehaves. This (the swimsuit) works well, although the straps haven't kept quite as much depth as the main parts; I'm currently working on a skirt. I'll probably look at underwear and a top next. I'm also working on a character, and juggling a still newish job - so progress is slow.
For those curious: meet Joxodie - Xoxo skin textures tweaked; 25% Edie (changed: Head to 21%; Body to 55%); 10% TJ Head
That's encouraging, thanks Richard.
I have a frosty relationship with dForce.
I've heard that you can get Dynamic (Poser) clothing to work with dForce. I've tried, but I can't work out what it is that I'm doing wrong. I've even used dForce master presets.
I was going to ask for some help, but seeing that the item is from Rendo, I didn't think it'd be allowed. So, I've just stuck with the renders and scenes that I've been doing before the arrival of dForce.
Maybe it is to early to judge on dforce, but I am quite o.k. with it, knowing it is not full developed yet. Looking foreward to future builds.
OK. How do you make the thickness - a thin row of polygons on the edge?
Hi just be aware that the"push modifier" merely inflates the clothing
based on an offset parameter dial.
Your cloth edges will still be infinitely thin and will look quite fake in any render where a cloth edge is facing the camera.
If you render only stills it may be worth a quick trip to hexagon as it has
a trues mesh thickening function,
not sure how it affects UVs though but probably worth investigating
nevertheless.
I bake my optitex sims to animated MDD files and render them in C4D

where we have a nondestructive cloth thickener for this purpose.
But it doesn't. It leaves a small sort of "lip" around the edges of anything that has the modifier, albeit it can be kind of inconsistent, from far away it can look like a little bit of thickness (most fabrics only need a little bit). It's not at all a perfect solution, but until we can add thickness, it's all we've got.
Laurie
That can work, but it depends on the the pose, morphs and sometimes lighting and camera angle. It gets to be an issue holding the thin layer in place, as it is only thin so liable to move about.
...so if dForce runs on OpenCL and ignores CUDA, what point is there using your Nvidia GPU as the card's dedicated CUDA cores would be useless? Sounds as if you would be just as well off running the sim on the CPU/physical memory.
..really...so why won't Luxrender (which is OpenCL) work on Nvidia GPUs, just AMD?
...I've read in on several tech sites that Nvidia's OpenCL development has lagged behind AMD as they are more invested in improving CUDA performance.
Would be interesting to experiment and install one of the old HD7950 GHZ GPUs I have (with 2048 OpenCL Stream Processors and 4.3 TFlops Single Point Precision) to see how that would handle dForce.
Thanks all for the great feedback. I didn't realize Dforce clothes worked like rigged clothes as well. My bad. Thanks for the help!
It still seems faster on the GPU than the CPU, though you can always test (if you install the Intel OpenCL drivers).
It runs WAY faster on my GPU than my CPU. I know this because sometimes the GPU crashes dForce (memory issue?) and the only way I can sim after that happens, short of restarting DAZ Studio, is to switch to CPU. So I have done the same sim in both, many times. And it's always way faster in GPU but somehow, as I noted, less stable for me.