I wish collision was more advanced
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I wish collision was more advanced, I would really like to have options for:-
Having the ability for something to collide with more than one other thing, such as having a shirt collide with the body, and also with a jacket.
Having the ability for collision to be with part of a thing rather than the whole thing, such as having a garment collide with a body but not with the hands of that same figure.
I know there are workarounds, like combining objects into a single collision item, or having stand-in objects that replace a part of a figure but don't have collision, but they are kind of clunky, and i find having to set up some special scene elements like that really breaks the flow of working on a scene.
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If you don't have it, Morph Master is a useful product to streamline the process of managing smoothing modifiers:
https://www.daz3d.com/morph-master
Commercial thread: https://www.daz3d.com/forums/discussion/716971/morph-master/p1
And self-collision would be useful, to get an indent where hands are gripping fleshier parts of the body.
Going further, a lot further in concept, an invisible internal solid stiffness reference model would be useful, to indicate how elastic the body parts are, getting elbows, head & ribcage to be stiffer and tummy, thighs and buttocks less stiff. The reference model could be pretty small in number, having only a few hundred brick elements to approximate a Lo Pi quality stiffness skeleton and insides, and use the deflections generated by that to feed in as a morph to the rest of the body after a simulation. The invisible solid stiffness reference model could have a very stiff brick element down each limb to simulate a limb bone, and then an approximation of a flesh layer around it. This could be done over the whole body, with maybe 3 brick stiffnesses; bone stiffness, muscle stiffness and low stiffness for other body areas.
The simulation routine for clothes and hair already does a great deal of a finite element simulation using shell elements, and a few hundred bricks would not add a large overhead to the simulation time - 8 noded bricks are actually faster to analyse than the 4 noded shell elements already incorporated in the model because thay have 6 axes of movement at each vertex (x,y & z as well as rotx, roty and rotz), while the bricks only have 3 axes of movement (X, Y & Z).
So, DS already has a lot of the infrastructure to incorporate a full 3D solid person model, but it would require a lot of programming. The results, well, they'd be beyond awesome.
Regards,
Richard
I completely agree, and while I'm on my 'wishlist' I wish there was a facility in Studio to dynamically alter UV mapping, effectively a UV morphing tool to work in combination with the vertex morphing we currently have. I know I've already mentioned this somewhere. It would be great for evening out texture distortion that is created by vertices moving around. I found the example renders I made about it ages ago. Here are to renders of exactly the same mesh, One you can see the texture is very distorted because the breasts have been flattened, the other is the same mesh with vertices in exactly the same locations, as I said, but the UV coordinates have been relaxed to reduce thet distortion. It's not perfect, but I think it is useable, and a big improvement. Sadly it is quite a lot of work to do this manually. I think some built-in UV relax function could do a better job than I did manually.
Your texture deformation is caused by the polygon being much smaller when you dial the breast out, which essentially could be reduced if the mesh is relaxed. I don't know if geometry sculptur as part of it smoothing also can relax the mesh.
But I would suggest to try and simulate it, where you start with "more normal" breasts, and then along the timeline dial them down, and pose the character of the end of the timeline. It will give a more loose clothing, but will not get distorted by the smaller breasts.
Thanks, that's a good idea. I'm not sure if i have tools which can smooth vertices while keeping the same shape, the smoothing I usually see tries to remove ' bumps' in the mesh rather than sliding the vertices over a mesh of the same shape.
It's along time ago, but I think when I did the dress in the picture I used dforce to drape it over the morphed G8F figure shape, and then an external UV editor to relax the UV's. And then saved the dforce draped mesh as a morph target and the relaxed UV's as a new UV mapping, all in all quite a lot of messing about. The render is from August 2022 so I've slept a few times since then and don't remeber clearly. I do recall deciding it was too much work to do manually except in extreme circumstances.