Dforce woes with men’s clothing

Serene NightSerene Night Posts: 17,704
edited May 2019 in The Commons

Lately new products have been released with dforce compatibility but they don’t seem to work all that well for me. In the last week I’ve bought two outfits which seem to have pokethrough or clippingout of the box. Smoothing doesn’t help nor do they bend very well. I use characters that have some muscles so they aren’t smooth Genesis male.

The second problem for me is dforcimg these products is unreliable. The last outfit I attempted to dforce cause my studio to crash.

I end up spending time fixing the outfits to look nice, making usability a problem.

Is anyone else having problems with dforce ready clothing? I want to use these outfits but I seem to be spending too much time trying to get them to look nice and this is a lot more time than I’m used to on wardrobe malfunctions.

Is anyone else having trouble with dforce outfits?

Post edited by Serene Night on

Comments

  • barbultbarbult Posts: 26,394
    edited May 2019

    I have noticed that recent "dForce" products often have very few garments or areas that actually use dForce. The rest of the product is just conforming, like usual. Nothing on the product page tells you what part of the product uses dForce.

    It is my perception that dForce is working much better in DS 4.11.0.335. I don't seem to have nearly the number of explosions or problems with intersecting areas. What version of DS are you using?

    Have you tried Generic vs. Base Shape Matching smoothing? Sometimes one seems to work better than the other. I try both to see what is best. Sometimes a higher smoothing value will help, and sometimes it seems worse.

    Post edited by barbult on
  • FSMCDesignsFSMCDesigns Posts: 12,846

    If you are using heavily morphed characters, try turning down the morph before the sim and then add it during a timeline. I have found that unlike dynamic, dforce will 'stick" to any part it is touching and this cuases all kinds of issues.

  • I bought a supposedly dForce compatible dress for G8F a few days ago and will almost certainly return it because it doesn't work reliably with the dForce settings it comes with.  It either gives a message 'Error perparing objects to simulate' (yes, 'perparing' not 'preparing - not critical, but a sign of lack of attention to detail) or it just crashes Daz Studio.  This may be because it doesn't actually fit one of the full body morphs that it is specifically said to support without clipping the body.  Got to wonder how that didn't come up in testing.  This is basic stuff buyers shouldn't have to try to fix or work around.

  • Phoenix1966Phoenix1966 Posts: 1,869

    I have found that unlike dynamic, dforce will 'stick" to any part it is touching and this cuases all kinds of issues.

    This is often the bane of my simulations.

  • Serene NightSerene Night Posts: 17,704

    Have you Generic vs. Base Shape Matching smoothing? Sometimes one seems to work better than the other. I try both to see what is best. Sometimes a higher smoothing value will help, and sometimes it seems worse.

    No, I haven't tried it. 

    If you are using heavily morphed characters, try turning down the morph before the sim and then add it during a timeline. I have found that unlike dynamic, dforce will 'stick" to any part it is touching and this cuases all kinds of issues.

    Interesting. Well, it is worth a shot. Thanks for the advice. 

    I bought a supposedly dForce compatible dress for G8F a few days ago and will almost certainly return it because it doesn't work reliably with the dForce settings it comes with.  It either gives a message 'Error perparing objects to simulate' (yes, 'perparing' not 'preparing - not critical, but a sign of lack of attention to detail) or it just crashes Daz Studio.  This may be because it doesn't actually fit one of the full body morphs that it is specifically said to support without clipping the body.  Got to wonder how that didn't come up in testing.  This is basic stuff buyers shouldn't have to try to fix or work around.

    I have experienced this too. sad

  • Serene NightSerene Night Posts: 17,704
    edited May 2019

    Here's my example. This is just out of the box. Even the shoe doesn't fit properly. Usually- and I say usually, I can get base dforce outfits to fit the guys just fine. There may be one spot or two of pokethhrough but not many. The shoe which must be conforming doesn't even fit.

    This is disappointing because I don't want to really dforce this set. It already has baked in wrinkles.... I'm not sure I need more drape.

    And...

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    dfarce.JPG
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    Post edited by Serene Night on
  • barbultbarbult Posts: 26,394

    What outfit is that in your example?

  • Serene NightSerene Night Posts: 17,704

    https://www.daz3d.com/dforce-oxford-outfit-for-genesis-8-males

    I used to love this vendor. Their conforming outfits were some of the best I own for Gen 8.

  • ButchButch Posts: 800

    Try hiding his hair.  The few times that I've used dforce, hiding all hair in the scene tab seems to fix a few problems.  Once it's finished, just unhide it.  

  • Serene NightSerene Night Posts: 17,704

    Interestingly, while trying to fit the shoes, properly, there is a fit for a new G8M character Elios 8.

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    Capture.JPG
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  • AlmightyQUESTAlmightyQUEST Posts: 2,006

    Maybe Elios will look like Timothee Chalamet... anyway, with that much pokethrough to start with, I'd imagine every simulation would fail. I expect that clothing meant for dforce might look stiff, flat, or stick out from the figure, the examples post just look like they don't fit sadly... frown Unfortunately I don't have this to try myself, though I had set aside the item to purchase soon... if you start out expanding each item so they are well clear of any pokethrough, can you get it to simulate without the error message? (Along with having the hair be invisible in simulation)

  • Serene NightSerene Night Posts: 17,704

    Removing the hair didn't produce any reduction of pokethrough, but I did it anyway. I enlarged the pants and vest, and although the vest now sticks up from the shoulder the look is really quite close to the base clothing fit without dforce. The crotch just is more defalted and the shoulders are higher. 

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  • barbultbarbult Posts: 26,394

    https://www.daz3d.com/dforce-oxford-outfit-for-genesis-8-males

    I used to love this vendor. Their conforming outfits were some of the best I own for Gen 8.

    I don't own that one.

  • nonesuch00nonesuch00 Posts: 18,774

    Well a new DAZ Studio Public Beta is out for those that prefer to use the Public Betas. This is the 1st one in months. The version has advanced from 4.11.0.236 to 4.11.0.335. 

  • nonesuch00nonesuch00 Posts: 18,774
    edited May 2019

    dup

    Post edited by nonesuch00 on
  • nonesuch00nonesuch00 Posts: 18,774

    Removing the hair didn't produce any reduction of pokethrough, but I did it anyway. I enlarged the pants and vest, and although the vest now sticks up from the shoulder the look is really quite close to the base clothing fit without dforce. The crotch just is more defalted and the shoulders are higher. 

    Try fitting the vest onto the shirt

  • nonesuch00nonesuch00 Posts: 18,774
    edited May 2019

    Removing the hair didn't produce any reduction of pokethrough, but I did it anyway. I enlarged the pants and vest, and although the vest now sticks up from the shoulder the look is really quite close to the base clothing fit without dforce. The crotch just is more defalted and the shoulders are higher. 

    dup

    Post edited by nonesuch00 on
  • DogzDogz Posts: 912
    edited May 2019

    Well, for most dforce out fit this works fine - But one issue i see with a few - is that they wont play ball if the figure wearing them is not positioned at 0.00 XYZ translate co-ordinates when starting the simulation Even when you memorized them and the figure in the new position. (So the figure still starts the simulation in the default A- Pose, but just their translate position in the scene is not at zero)

    instead, when starting the simulation the clothing teleports off the figure and back to 0 co-ordinates.(and start to crumple under gravity with no figure to collide with.)

    Its annoying because the above is useful if you want the figure to sit in a chair or something, - it can be nessecary to start the sim with the figure floating just above the colision item so the garment wont get snagged on the wrong parts, Also for more complex scenes with multiple figures where they not all positioned at Zero.

    One work around is to  export the clothing item (with all morphs applied) and just re-import as OBJ. and re-apply the materials then simulate. I dont know what causes it, but its not a parenting issue or anything that obvious to me.

    This one had that particular problem I believe: https://www.daz3d.com/dforce-salwar-kameez-for-genesis-8-females

     

     

     

     

    Post edited by Dogz on
  • maikdeckermaikdecker Posts: 3,037

    Removing the hair didn't produce any reduction of pokethrough, but I did it anyway. I enlarged the pants and vest, and although the vest now sticks up from the shoulder the look is really quite close to the base clothing fit without dforce. The crotch just is more defalted and the shoulders are higher. 

    What might (!) help a bit:

    - use timeline for simulation
    - enlarge the clothing to 105% (or so..) to keep it from being in contact with the figure
    - in the surfaces tab of the clothing item look for "Contraction-Expansion Ratio" and set it to 95%
    - then run simulation

    The setting should shrink the clothing at the start of the simulation, which should keep that vest from "floating" above the shoulders.

    And it also often helps to not simulate the whole outfit together, but to simulate each part for itself with the "Freeze Simulation" setting in the Parameters tab set to "On" for all other parts.

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