Dforce Fabric settings?

Hi yall.  I've looked through the turtorials n such, and am having trouble finding a solution.  I'm trying to get the correct fabric settings for a shirt.  The plan is a short animation of a Hulk-like character bursting out of the shirt.  But when the shirt model 'fails' it just turns into this big spiky mess.  Is there a way to make cloth rip and tear realistically?

Comments

  • Richard HaseltineRichard Haseltine Posts: 108,079

    I'm afraid that is not possible with dForce - or many other cloth engines, as far as I am aware. I'm not at all sure this would work but oen option might be to model the clothes with the splits pre made, but almost touching, then add a second model with just edges (or simple polygons) that match a vertex on either side of a split and turn that into a dForce add-on - if you then made those dges quite strongly elastic using they woudl hold together until the outfit stretched (or you could use a Post Load Proxy - http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/start#elements - to create an animatable node property controlling the elasticity and increase it as the animation went to allow the zips to hang free).

  • Eustace ScrubbEustace Scrubb Posts: 2,720

    Third option, almost cheating:  conform the outfit to a lower-res version of the character (maybe a thoroughly Decimated version of M4) that's Invisible or Invisible-In-Render but conformed to the original figure.  The shirt stretches as the LR Hulk stretches, but the differences between the LR figure and the primary (rendered) version will result in all manner of poke-through as Dr. Banner Hulks out.  Not reccommended for extreme close-ups, and the ripped shirt won't fall away like it ought to, but you might get a few good frames out of it.

  • Hi yall.  I've looked through the turtorials n such, and am having trouble finding a solution.  I'm trying to get the correct fabric settings for a shirt.  The plan is a short animation of a Hulk-like character bursting out of the shirt.  But when the shirt model 'fails' it just turns into this big spiky mess.  Is there a way to make cloth rip and tear realistically?

    Your ambitions are far beyond Daz Studio. But I've seen this done in Blender with a plugin whose name I can't remember. I'm sure it was on BlenderMarket.

  • Third option, almost cheating:  conform the outfit to a lower-res version of the character (maybe a thoroughly Decimated version of M4) that's Invisible or Invisible-In-Render but conformed to the original figure.  The shirt stretches as the LR Hulk stretches, but the differences between the LR figure and the primary (rendered) version will result in all manner of poke-through as Dr. Banner Hulks out.  Not reccommended for extreme close-ups, and the ripped shirt won't fall away like it ought to, but you might get a few good frames out of it.

    Doctress Banner actually XD 

    I'll give it a try, thank you.   And thanks to the rest of yall as well :D

  • Dolce SaitoDolce Saito Posts: 196

    Another trick:

    Create a sphere primitive and modify its scale values to make it look like a knife. Frame by frame, enlarge it so the knife gets bigger (use more than one object like this)

    Use mcjTailorChalk frame by frame to have this script calculate collision points for the knifes and the cloth.

    With an editor fill inside the edges of the output pictures so it looks like black ellyptical shapes inside a white picture.

    For each frame, go to the cloth's surface and open LIE for cutout opacity,

    Add new layer and add corresponding frame's picture you just edited. (First layer is always alpha, additional layers are alway multiplicate)

    Bingo, you'll have your t-shirt getting ripped off...

    Note: If output of the mcjTailorChalk is empty picture, make cloth subD with loop algorithm, make viewport detail 1 or 2, try again.

  • RobinsonRobinson Posts: 751

    To do this kind of rip/tear effect you really need a heavy duty simulation engine.  You'll find one of those in Houdini (it's free for non-commercial).  In terms of learning curve... well, how motivated are you? :p

  • you can probably manage something close with multiple simulations and the geometry editor.

    simulate the shirt to the point that it reaches stretch limit, stop simulation, export shirt as obj  and reimport, copy the surfaces over
    and then use the geometry editor to remove some of the polygons to create tears, simulate the new shirt (freeze and hide the old one for now) a bit and repeat the process.

    you can then render out each segment of exploding sequence and add them together later, unless you can animate the visibility parameter (I haven't tried)

    I've not tried this myself so results may be bad

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