Hitting us over the head with Dforce

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  • I'm starting to love Dforce more and more.  Its a learning process to be sure but man, when it works its stellar.  My biggest issue at the moment is with the latest Beta.  Works just fine on my much older pc but my brand new (rather expensive)  laptop that I bought specifically with specs that would optimize iray and Dforce, won't run Dforce at all.  It works perfectly in the current version on the laptop but not on the beta.  They are supposedly working on it.  I am going to be very very unhappy if that isnt addressed.  I'm not the only one either.  I trust they will figure it out eventually, in the mean time I use the the current version on the laptop for now.

  • kyoto kidkyoto kid Posts: 41,859
    L'Adair said:
    Fauvist said:

    I get it. DAZ invested money into D-Force. There's nothing but D-Force clothes.

    I'm buying none of it. Sell some rigged clothing

    Why?  What's wrong with dForce?

    1) Why? A misunderstanding; Daz requires dForce clothing to also be rigged to the same extent it would be if it weren't dForce Compliant.

    2) There's nothing wrong with dForce per se. But if the clothing weren't also rigged, (which it is if it's sold at Daz,) one would only be able to use it by using dForce. And there are still a lot folks using DS with computers that are "sluggish" with things like Iray and dForce.

    ...raises hand on that last statement.

  • FistyFisty Posts: 3,416
    barbult said:

    I'm not sure if all these rigged dForce clothing items have the level of JCMs that we've come to expect with a well rigged clothing item, though. I think some vendors are relying on dForce to adjust to the bone rotations, instead of creating JCMs to handle it. I don't know what Daz requires for JCMs.

    One of the options of dForce is to drape from the current pose, if the clothing doesn't have acceptable bending there will be poke-through in a lot of poses and the clothing will explode, so yes, rigging and JCMs need to be aceptable for dForce clothing.

  • MasterstrokeMasterstroke Posts: 2,305
    edited September 2018

    Dforce is making progresses. In the latest beta, dforce works fine for me, even with figures having "geografted anatomical elements".

    Post edited by Masterstroke on
  • barbultbarbult Posts: 26,234

    Fisty, thanks for giving us insight from someone in a position to know.

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

    Fisty, thanks for giving us insight from someone in a position to know.

    +1 Thanks for joining the conversation!
    yes

  • maikdeckermaikdecker Posts: 3,037

    I love dForce. It gives so many options... but some things can only be achieved with morphs built into the clothes. Like morphs for undressing. There's way too few of those offered with dForce clothing here at the DAZ shop, so I bought quite a few clothes at some other shop, where Artists also do nice dForce clothing, but usually add also many more options to them.

    Would be nice to see stuff like that here on DAZ too..

  • I am enjoying having the dforce option.  I don’t use it all the time but rather where I can’t achieve the desired effect with rigging/jcm’s etc.  My personal thought on it is that it’s a still maturing option.

  • IvyIvy Posts: 7,165

    Deforce is awesome for stills renders I use it all the time for stills   . But I find using it in animation is frustrating at best. 99% of the time i'll run out of GPU Memory before the sim animation cycle is completed populating and crash studio before i ever get to render it.  and that is with a 980ti 6gig gpu That would be my number 1 complaint using deforce for animation I can't seem to get enough vram.

    The second thing i notice. Yes it is true you can use deforce clothing like other rigged clothing( in most cases)  except one major huge difference. Deforce clothing don't usually come with morph & bend dial setting like rigged clothing does,  which if your trying to use the deforce clothing like regular rigg clothing  you won't have the dials (in most cases) to fix poke throughs, have it bend correctly where you need it to etc  and some poses it will not conform to deforce clothing if not using deforce. especially if your trying to use the clothing in animation.  I guess if you have a really robust system it may handle it  . But for now its making  my clothing choice rather not buy deforce for those 2 reasons  . I just can't get enough GPU ram to use deforce for what I need it for, so I tend to stay away from deforce dresses and stuff that would require morph dials ..  Pants and tight fittings tops work okay.

    But those are the only 2 issues with deforce i have so far.  other wise it works & looks great for me in still renders

  • wolf359wolf359 Posts: 3,931


    Deforce is awesome for stills renders I use it all the time for stills   . But I find using it in animation is frustrating at best. 99% of the time i'll run out of GPU Memory before the sim animation cycle is completed populating and crash studio before i ever get to render it.  and that is with a 980ti 6gig gpu That would be my number 1 complaint using deforce for animation I can't seem to get enough vram.

    This is one of the thing that Puzzles me about Daz's approach to things like this.

    Physic simulations: rigid bodies, Fluids & cloth and even splinebased  dynamic hair are better suited to brute force CPU calculations IMHO.

    I have used the cloth systems of C4D ,Lightwave,Blender, poser ,Daz optitex and the Fluid dynamics of nextlimits realflow & rigid body dynamics of C4D,poser physics and Blender fluids.

    I have never had to upgrade my graphics card for any of these tasks.

    what , in this good earth ,does my GPU have to do with calculating the collisions of 3D surfaces.. when I am not actually rendering anything yet involving lighting and shadow maps ,caustics reflections ,sss or GI??
    and you are not even getting close to realtime viewport feedback editing like VWD.sad

    with other systems we  just set up our sim
    leave the viewport in wireframe preview mode and let your CPU brute force the frames/collisions until it is done/baked.

    Can some person more hardware tech oriented than myself explain the advantage of Daz's  GPU based approach to physics simulation??

  • RGcincyRGcincy Posts: 2,862

    You don't have to use a GPU for dForce, it runs fine on only CPU. I find on my computer dForce runs faster when using the GPU and lets me use other programs as the CPU is not bogged down running a simulation. 

  • IvyIvy Posts: 7,165
    edited September 2018
    RGcincy said:

    You don't have to use a GPU for dForce, it runs fine on only CPU. I find on my computer dForce runs faster when using the GPU and lets me use other programs as the CPU is not bogged down running a simulation. 

    I think we are disccusing using deforce for animation, do you use deforce in animation?

    Don't you find it takes like hours & hours to run deforce sim for animation using CPU? . and using it for animation with Iray do you run the simulation for deforce before building the rest of your scene ? how much GPU ram you have ?  :)

    Post edited by Ivy on
  • wolf359wolf359 Posts: 3,931

    Don't you find it takes like hours & hours to run deforce sim for animation using CPU?

     

    That is my question..  I have 3 computers.
    To me it makes more sense to commit one CPU to a few hours of crunching out a Fluid/Cloth/rigid body simulation with brute force & system RAM with high confidence that I wont deplete a limited resource like VRAM and kill the entire effort.
    But alas I am doing animation of 300 -1200 frames per scene shot.
    Much more than the mere 15-30 frames needed to drape a skirt for a  typical still portrait render.

    This cloth sim took about 90 minutes  with the  CPU Based optitex DCC system That I use with DS 4.8

     

  • IvyIvy Posts: 7,165
    edited September 2018

    Thank looks great wolf .. I think I'm just spoiled with the old Opitex dynamic clothing plugin. & I do like the results of deforce  But I'm old and I just don't have that kind of time to wait around for days for stuff to create the silly Daz animations I do If.  I was doing the epic quality work that you do. with skills using high end software.  Then I may feel different about adding upgrades for deforce. But as a hobby animator user, I can't see buy another computer to add cpu to run my deforce simulations, so I'll use deforce for still renders, Its  just not worth my time waiting to use it for animation. I guess that is what separate us for the pros and the amateurs. laugh

    Post edited by Ivy on
  • LlynaraLlynara Posts: 4,772

    I love the dForce clothing. I do a lot of promos for products both from DAZ and Rendo. 95% of what I've used works great out of the box- whether you drape it or not. I own most of the other solutions- Optitex, Poser dynamic clothing, the VWD program, you name it. dForce is by far the easiest to use for the clothes it's designed for. Still having trouble with older items, those are hit and miss.

  • LlynaraLlynara Posts: 4,772

    Dforce is making progresses. In the latest beta, dforce works fine for me, even with figures having "geografted anatomical elements".

    I attempted that a few months ago on G8M and the "poke through" was hilarious. Might have to try again with the beta.

  • sapatsapat Posts: 1,735

    I like dforce and use it whenever I can, but I find myself using mostly standing poses because I can't get the hang of how to make them sit down without the skirt making a mess with poke or exploding. Everything I see here where ppl are sitting down always looks like the dress is tucked under them like a normal human dress would be.  

    Also can't make them sit on the ground with their legs under them and the skirt flared out like a circle.  

    Any hints or tips?   Thanks so much

    If this is the wrong thread, I'm sorry, and Richard will probably move it somewhere.

  • LlynaraLlynara Posts: 4,772
    sapat said:

    I like dforce and use it whenever I can, but I find myself using mostly standing poses because I can't get the hang of how to make them sit down without the skirt making a mess with poke or exploding. Everything I see here where ppl are sitting down always looks like the dress is tucked under them like a normal human dress would be.  

    Also can't make them sit on the ground with their legs under them and the skirt flared out like a circle.  

    Any hints or tips?   Thanks so much

    If this is the wrong thread, I'm sorry, and Richard will probably move it somewhere.

    Sapat, I use the timeline animation, and I start with the character far above the ground or object. I add extra frames (usually at least 60 total) and have the final pose at about 30-35. That gives time for the fabric to settle. Sometimes it helps to put a static dForce modifier on the floor or other object you're draping over. I've successfully draped characters sitting on stools, logs and leaning over tower walls by doing this. You can see examples on my art thread. I just did this with the Rapunzel render. Also check out some of the images in the Promo folder of my DAZ art gallery.

  • sapatsapat Posts: 1,735
    edited September 2018
    Llynara said:
    sapat said:

    I like dforce and use it whenever I can, but I find myself using mostly standing poses because I can't get the hang of how to make them sit down without the skirt making a mess with poke or exploding. Everything I see here where ppl are sitting down always looks like the dress is tucked under them like a normal human dress would be.  

    Also can't make them sit on the ground with their legs under them and the skirt flared out like a circle.  

    Any hints or tips?   Thanks so much

    If this is the wrong thread, I'm sorry, and Richard will probably move it somewhere.

    Sapat, I use the timeline animation, and I start with the character far above the ground or object. I add extra frames (usually at least 60 total) and have the final pose at about 30-35. That gives time for the fabric to settle. Sometimes it helps to put a static dForce modifier on the floor or other object you're draping over. I've successfully draped characters sitting on stools, logs and leaning over tower walls by doing this. You can see examples on my art thread. I just did this with the Rapunzel render. Also check out some of the images in the Promo folder of my DAZ art gallery.

    I'm doing all that now, but am not having any success with sitting. I use the timeline with at least 60 frames, and usually pose at 15 or 20 so it has plenty of time to settle. I use a ground plane with at least 50 divisions and set it to static. What I end up with is a mess.  Are there any tutorials you know of that deal specifically with the actual steps of how to do sitting poses?

    How do you find the gallery here?  There isn't any 'Gallery' button that I've ever been able to find. I found the Art Forum, thank you.  The Rapunzel hair is awesome!

    Post edited by sapat on
  • LlynaraLlynara Posts: 4,772
    edited September 2018

    @sapat - Mine are all linked below in my signature. Here's my gallery: https://www.daz3d.com/gallery/users/299490/

    Glad you liked Rapunzel! That's the July Gown from OOT (Rendo.) His stuff drapes very well. I included memorized bones in that one because those arm pieces are long and don't drape right without it. Then the timeline starts and she moves forward into the leaning position. The castle was "dForced" with a static modifier. So was the floor beneath her (which I added, that set is actually hollow inside.)

    If you're still getting explosions: It could be that the clothing or the pose is intersecting too much, making it explode. I often change the pose slightly so that the arms, hands and feet aren't touching, then drape, then adjust back to the original pose. Also, be sure to turn off any hair before draping. That can create all kinds of issues. I turn off everything that doesn't need to drape or be draped on. 

    ETA: I think Mada had some good youtube videos on dForce when it first came out. That's where I learned about adjusting the poses.

    Post edited by Llynara on
  • sapatsapat Posts: 1,735
    Llynara said:

    @sapat - Mine are all linked below in my signature. Here's my gallery: https://www.daz3d.com/gallery/users/299490/

    Glad you liked Rapunzel! That's the July Gown from OOT (Rendo.) His stuff drapes very well. I included memorized bones in that one because those arm pieces are long and don't drape right without it. Then the timeline starts and she moves forward into the leaning position. The castle was "dForced" with a static modifier. So was the floor beneath her (which I added, that set is actually hollow inside.)

    If you're still getting explosions: It could be that the clothing or the pose is intersecting too much, making it explode. I often change the pose slightly so that the arms, hands and feet aren't touching, then drape, then adjust back to the original pose. Also, be sure to turn off any hair before draping. That can create all kinds of issues. I turn off everything that doesn't need to drape or be draped on. 

    ETA: I think Mada had some good youtube videos on dForce when it first came out. That's where I learned about adjusting the poses.

    That's great info, thanks! I had never tried turning off the hair and other things that don't need to drape. I do slightly adjust the arms so they don't cause issues but not the feet.  Will have to do that too. I'll look for the Mada video on youtube and see what I can find.

    Thanks!!

  • nicsttnicstt Posts: 11,715

    I love dForce. It gives so many options... but some things can only be achieved with morphs built into the clothes. Like morphs for undressing. There's way too few of those offered with dForce clothing here at the DAZ shop, so I bought quite a few clothes at some other shop, where Artists also do nice dForce clothing, but usually add also many more options to them.

    Would be nice to see stuff like that here on DAZ too..

    Hardly, they look fake.

  • mrposermrposer Posts: 1,134

    Perhaps PAs could have 2 download files for each dforce clothing product. One with dforce simulation settings included and one without dforce settings and plenty of movement morphs included for skirts etc. People with older computers or unfamiliar with dforce could just use the non-dForce file. I think older users have a pre-conception that dynamic clothes are totally different than rigged clothes. 

  • Oso3DOso3D Posts: 15,085

    Uh. What would be the point, mrposer?

    A piece of clothing can have lots of morphs and be dForce. There's no particular need to separate them.

    And as it is, all the dForce outfits I've looked at seem to come with move and adjustment morphs.

     

  • maikdeckermaikdecker Posts: 3,037
    nicstt said:

    I love dForce. It gives so many options... but some things can only be achieved with morphs built into the clothes. Like morphs for undressing. There's way too few of those offered with dForce clothing here at the DAZ shop, so I bought quite a few clothes at some other shop, where Artists also do nice dForce clothing, but usually add also many more options to them.

    Would be nice to see stuff like that here on DAZ too..

    Hardly, they look fake

    Oh really? Do they? Wow... why don't I notice that? devil

    Ah well, I guess I just have different standards for "fake". Or just different needs for what I want the 3d clothing to be able to do.

  • nicstt said:

    I love dForce. It gives so many options... but some things can only be achieved with morphs built into the clothes. Like morphs for undressing. There's way too few of those offered with dForce clothing here at the DAZ shop, so I bought quite a few clothes at some other shop, where Artists also do nice dForce clothing, but usually add also many more options to them.

    Would be nice to see stuff like that here on DAZ too..

    Hardly, they look fake

    Oh really? Do they? Wow... why don't I notice that? devil

    Ah well, I guess I just have different standards for "fake". Or just different needs for what I want the 3d clothing to be able to do.

    It depends on the artist. Pull down morphs can often look weird. The hard part is knowing where, why, and when clothing bends. Many people guestimate, which does tend to look phony. I personally use a mixture between what I can simulate and what I can morph myself to get the desired results.

  • maikdeckermaikdecker Posts: 3,037
    nicstt said:

    I love dForce. It gives so many options... but some things can only be achieved with morphs built into the clothes. Like morphs for undressing. There's way too few of those offered with dForce clothing here at the DAZ shop, so I bought quite a few clothes at some other shop, where Artists also do nice dForce clothing, but usually add also many more options to them.

    Would be nice to see stuff like that here on DAZ too..

    Hardly, they look fake

    Oh really? Do they? Wow... why don't I notice that? devil

    Ah well, I guess I just have different standards for "fake". Or just different needs for what I want the 3d clothing to be able to do.

    It depends on the artist. Pull down morphs can often look weird. The hard part is knowing where, why, and when clothing bends. Many people guestimate, which does tend to look phony. I personally use a mixture between what I can simulate and what I can morph myself to get the desired results.

    I'm usually rather looking for "opening/closing" morphs for shirts, jackets, pants etc. on dForce clothing. Eay too often there are wonderful jackets available, that don't allow for using them in an open and a closed (buttoned/zipped) version. Pulling down panties with dForce usually is quite simple and doesn't need an extra morph - it's the other options that are rare, like taking off a pullover/T-shirt...

    And as there are very, very, very few clothes that offer these options "looking fake" is my last thought when looking at them. At least until there would be more clothes with such options. Right now, here at the DAZ shop there are... not really many... not one I can think of, in fact...

  • Carola O said:

    If one do buy clothing for Dforce without planning/being able to use it for dForce you have to be aware it might not have movement morphs at all. It's rigged yes, it do have Adjustment morphs, but far too many of the clothing don't have Any, or only very Little, movement morphs. Todays releases included :( I had wanted to buy one of those outfits, but there's no reason for me to even bother. Since I won't be able to move the skirt part on it or anything, as there's no movement morphs included (according to product page, atleast none that I can find there) :(

    Seems this opens a completely new field for PAs to make products: Movement Morphs for dFoced clothes, for people that can't or won't use dForce...

    Get a dForce clothes set. Get a Pose package. Use dForce for the clothes for each pose available. Make morphs (material settings?) from the result. Sell (or give away for free..) the Morphs.

    As neither any part from the clothes or poses involved would be included in the package, this should not cause any copyright matters, right?

    Oh.. and there's examples for stuff like that on the DAz shop already... like the MFD Matching Morphs sets.

    As the PA who created those Matching Morphs for MFD I too thought it would be great to offer ADD-ON draped morph packages for my dForce products, sadly Daz is not willing to allow for ADD-ONS of that sort and would want any such morphs to be included in the main product package.  Creating those draped morphs is a time consuming, mind numbing process that of course I would like to be compensated for :P.  Keep an eye out over the next few weeks on Google search as I may just decide to set up an independent site (currently working on) where I can offer not only draped morph packs, texture packs etc. for my Daz store content and last but not least......wonderful sets that for one reason or another are not going to be in my shop here at Daz. Like this one shown here:

     

    01.jpg
    1000 x 1300 - 893K
  • RAMWolffRAMWolff Posts: 10,343

    Looks great.  LOVE that Teddy Bear... who made that one if you know?  

  • KitsumoKitsumo Posts: 1,221
    wolf359 said:


    Deforce is awesome for stills renders I use it all the time for stills   . But I find using it in animation is frustrating at best. 99% of the time i'll run out of GPU Memory before the sim animation cycle is completed populating and crash studio before i ever get to render it.  and that is with a 980ti 6gig gpu That would be my number 1 complaint using deforce for animation I can't seem to get enough vram.

    This is one of the thing that Puzzles me about Daz's approach to things like this.

    Physic simulations: rigid bodies, Fluids & cloth and even splinebased  dynamic hair are better suited to brute force CPU calculations IMHO.

    I have used the cloth systems of C4D ,Lightwave,Blender, poser ,Daz optitex and the Fluid dynamics of nextlimits realflow & rigid body dynamics of C4D,poser physics and Blender fluids.

    I have never had to upgrade my graphics card for any of these tasks.

    what , in this good earth ,does my GPU have to do with calculating the collisions of 3D surfaces.. when I am not actually rendering anything yet involving lighting and shadow maps ,caustics reflections ,sss or GI??
    and you are not even getting close to realtime viewport feedback editing like VWD.sad

    with other systems we  just set up our sim
    leave the viewport in wireframe preview mode and let your CPU brute force the frames/collisions until it is done/baked.

    Can some person more hardware tech oriented than myself explain the advantage of Daz's  GPU based approach to physics simulation??

    Sorry, I know I'm late to respond, but as far as physics go, GPUs are more suited than CPUs. It all has to do with the type of calculations they do. Physics requires a lot of simple calculations involving mass, velocity, time, vector, etc. The faster these can be processed, the better the simulation. CPUs can only process one instruction per core per cycle (or two with hyperthreading), so that's like 24 at most. GPUs have hundreds/thousands of cores (or stream processors or whatever the cardmaker calls them).  CPUs are more suited to series processing, where one calculation yields a result, then that result is used for another calculation. CPUs are also good for branching - if this happens, do that. GPUs are better at parallel processing where all cores have access to the same data (in VRAM) and no core needs to wait for a result from another core to do its job. I'm not super tech savy, but that's my interpretation of it.

    If you haven't tried the Nvidia Flex demo, it's pretty awesome, liquid, cloth, rigid and soft body physics in real time. https://www.dsogaming.com/news/nvidia-physx-flex-v0-25-sample-demo-available-for-download/ . Here's a video if you don't feel like downloading.

    And of course ATI has similar demos and videos using their stream processors. GPUs are definitely the way to go, the problem is that ATI and Nvidia won't agree on a standard. OpenCL works on both brands, but it hasn't been developed as much as CUDA and fewer developers use it.

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