Diffeomorphic softbody and clothes colliding
I am using Diffeomorphic to animate DAZ characters in Blender. Most of things are working well but character's softbody breasts are moving and colliding clothes and makes holes in the clothing. I looked into Diffeomorphic blog about its softbody guide and tried to manipulate vertex group but clothes do not follow the breasts movement and still collide. Any clue will be appreciated. Thanks.
Post edited by dan_thomas on

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When you make the softbody, you also have to select the clothes you want to follow. For example select the shirt then the figure as active then make softbody. If you only select the figure then softbody is not transferred to the clothing.
p.s. Another option is to make softbody only for the figure, then add yourself a surface deformer to the clothes you want affected, eventually with a mask to limit the influence.
@Padone Thanks a lot for your tips. I didn't know I have to select the clothes as well. I will try it out.
BTW, using Blender with Diffeomorphic has been a lot better than DAZ studio for almost everything related to 3D so far. I would recommend it to anyone who feels limited with DAZ studio.
But how is the render quality? Does cycle render look better or worse than daz renders without any additional editing in blender?
It depends what you mean by "better". Of course the materials are approximated compared to iray so not exactly the same, some may need to be tweaked, especially skins. If to get the exact same materials as iray is extremely important to you, and you want this to be automatic, then you will not be able to export anything anywhere anyhow, as there isn't any exporter capable to convert iray materials with 100% precision to another engine.
That said the diffeomorphic conversion is probably the best you can get and generally quite good.
High render quality is achievable with Blender as you can google and find some Blender renders. I would like to post my renders but I think it's against rules in this forum. Of course, you will initially have hard time to get identical results to DAZ iray but will eventually have satisfied ones by learning more about shading and compositing, Nothing is free, but I feel my 3D skills drastically improved by learning Blender. For my hobby, I still render with DAZ from time to time after 5 year usage but I mostly migrated to Blender due to limitations, cost, and quirkiness of using DAZ.
Important to note, that will NEVER be the case. The same goes for just about any other DCC software for off-line Rendering. In a real 3D pipeline, materials, lighting, and post processing are major parts fo the process. You have to go through them to get the desired result. Blender is built for that. Same as Maya, Max, C4D, Houdini, all of them. Daz is built to be as "turnkey" as possible, it's meant for peoeple to get a "good" result with as few steps as possible. Where as software like Blender is built to give you as much control as possible over every pixel it generates in any way you could want. There's alwasy this idea that Blender should be abutomatically better, which is false. Maya, Blender, Max, doesn't matter. You still need to know how to massage things to get the desired result. Those programs ar not magic "make my renders better" programs. It take work, and offten lots of it.