Odd DForce Behaviour (poke-through and wind?)

In blue I've circled the problem areas. 

I simulate the Bollywood Bride veil 'right out the box' and it exhibits some odd behavior.

There's some obvious poke-through (her ears and the shoulder armor) and some kind of wind effect going on that I didn't add. It's a bit of a mess and I don't know where to begin :S

Any help would be great.

Comments

  • felisfelis Posts: 5,770

    Having pointy objects under a dForce object, is a challenge.

    How are you simulating, current frame or animated?

    You can try to change collision model to best, and also include more subframes. Might also lower gravity.

    For the part in front of her, where I assume that it hasn't settled yet, I would let it simulate for longer. You can't do that in current frame, only in animated (I mostly use animated, even if I don't do animation) as you have better control of the process.

  • Richard HaseltineRichard Haseltine Posts: 108,072

    For pointy bits in general you could add a small sphere to cover them, then in the Parameters pane make sure Visible in Simulation is on and Visible in Render is off.

  • SquishySquishy Posts: 707

    If it doesn't have a Smoothing modifier, add one, even for dymanics it fixes all sorts of intersection problems without effort. I don't think it affects how the simulation runs, it should apply after it finishes/whenever you stop it. Select the garment -> Edit -> Figure -> Geometry -> Add Smoothing Modifier, and the default values are probably fine. You can also add a Push modifier on the same menu that will expand the mesh a little bit outwards along its normals (i.e. make it appear a little thicker) and this generally combines really well with the Smoothing Modifier to fix all sorts of poke thru problems.

  • ElorElor Posts: 3,186

    Squishy said:

     I don't think it affects how the simulation runs, it should apply after it finishes/whenever you stop it.

    It can slow them because from what I remember reading, if smoothing modifiers are active, each item with one will have its smoothing modifier updated between each step of the simulation.

    Most of the time, the difference will be negligible, but some items do have a very high number of iterations which could make the simulation much more slower, so disabling smoothing modifiers on such items during simulation is usually a good idea.

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