Blender can help with dForce
TheMysteryIsThePoint
Posts: 3,267
I was trying to simulate a character sitting down, but dForce was exploding. I can't say that I blame dForce, as I had the character's buttocks and the back of her thighs sinking pretty far into the seat cushion. It took much longer than it should have for me to think of a solution, but I found something that works.
I exported the seat cushion to Blender, used a boolean modifier to cut out the intersection of the seat cushion and the character's buttocks and thighs, and imported it back to Daz. It was enough to allow dForce to cope and complete the sim.
This can probably serve as a general technique for dealing with intersections that dForce can't negotiate.

Comments
Could have saved the time and trouble and just used a deformer in DS on the butt and one on the cushion
Hi, "saved the time and trouble" makes me think I am missing something about deformers. It seemed like it would be a lot of manual work to get it right, especially when the objective was to just remove any intersections so dForce would not explode, not necessarily to model the way a seat cushion actually deforms. To add a boolean modifier, it is just a few clicks and the result is perfect.
Am I missing something that deformers can do?
a deformer has 2 main parts, the actual zone which defines the area to be deformed. When selected the verstices will change color to show you what the area being affected is. Once you get that done, then select the actual deforemer and slowing move it to see how the area is affected and adjust if needed. it takes me a couple of minutes to add a deformer, then position the area and then move the mesh up or down to eliminate any mesh intersecting and leaving enough room for the outfit to drape. The longest part of the processis is setting up the animation for the drape
For me, this is much faster than exporting, opening up a modeling app, making changes and then reimporting and re applying textures if needed.
@TheMysteryIsThePoint, I think you have a clever idea. I think getting an accurate result wth a dFormer would be very difficult (at least for me). They don't work well when applied to posed characters, because the dFormer field doesn't appear in the expected place. You might come closer if you apply a dformer weight map, but that is more fiddling around. Congratulations on coming up with a new technique!
Thank you. One advantage that Deformers might have, if I'm understanding things, is that they can be animated? In this case, I am doing the cloth sim in Daz instead of Blender because Blender's engine really, really did not like the character's elbow, forearm, and hand penetrating the cloth. It didn't explode, but it caused spikes in the fabric and dForce handled the case much more gracefully, I must say. I wonder if I could use a deformer just to make an indentation in her thighs, just so that her elbows would not penetrate the fabric, and dial up the strength only at the specific point in time when the penetration would occur.