Round table cloth anywhere?

I'm after a round table cloth to use for a restaurant round table. It should be either dForce enabled, or able to apply a dForce modifier to sim.

Thanks in advance.

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,550

    Y scaled down sphere cut in half using the Geometry editor wouldn't work?

  • Oh, never thought of that.

  • jmucchiellojmucchiello Posts: 2,114

    Don't forget to use a high Divisions value so the Dynamic dForce modifier will work. (I always end up using 1 and wondering why dForce isn't working.)

  • It doesn't seem to work for me, I'll have to try something else.

  • barbultbarbult Posts: 27,514
    edited September 12

    What part isn't working? What happened when you tried? Try a plane with a circular opacity map to get more even mesh quads for dForcing. You could use the Geometry Editor capability to rotate triangulation of selected polygons to improve draping smoothness.

    Round Tablecloth from plane with opacity map.jpg
    2000 x 1500 - 1M
    Post edited by barbult on
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,550
    edited September 12

    while I haven't tried a tablecloth, I have made many circular skirts from edited DAZ sphere primitives

    you cannot edit it after making it a dynamic object though, if you do, you will need to remove that and reapply

    and yes, load the primitive with lots of sections and divisions 

    Post edited by WendyLuvsCatz on
  • jmucchiellojmucchiello Posts: 2,114

    barbult said:

    What part isn't working? What happened when you tried? Try a plane with a circular opacity map to get more even mesh quads for dForcing. You could use the Geometry Editor capability to rotate triangulation of selected polygons to improve draping smoothness.

    It might be helpful if you also posted the before primitive in wire view.

  • barbultbarbult Posts: 27,514
    It is just a Daz primitive plane. I think I created it 2 or 3 Meters on a side and 100 divisions. I rotated the triangulation of two quadrants so all quadrant triangulation aimed toward a plane corner. There was a Daz tutorial on that technique when dForce was introduced. I can't add any images tonight. My computer is shut down and I have only my phone.
  • Thank you for all your suggestions, I figured it out.

  • barbultbarbult Posts: 27,514

    jmucchiello said:

    It might be helpful if you also posted the before primitive in wire view.

    Here is a top view screenshot of the primitive plane with my circular opacity map, a blue viewport background, and the Triangulation Wireframe Opacity increased in Draw Settings. 

    Screenshot 2026-09-12 163247.png
    1450 x 1447 - 452K
  • Did the triangles help it drape? Otherwise it seems to be a step not altogether needed. Always wanting to learn. Regards, Richard.
  • felisfelis Posts: 6,513
    edited September 12

    The way the triangles is orientated can help it drape better, more smoothly.

    But this is a fairly dense mesh, so noy sure how much it would change.

    Post edited by felis on
  • Richard HaseltineRichard Haseltine Posts: 111,430

    Traingulating can help, but you can control how DS triangulates to mimic the way that the two diagonally oposite quadrants have the same direction of split and the adjacent quadrants the opposite by using the right-click>Geometry Editing>Rotate Triangulation... command with the Geoemtry Editor on the selsected quadrants, which avoids doubling the working polygon count.

  • barbultbarbult Posts: 27,514

    felis said:

    The way the triangles is orientated can help it drape better, more smoothly.

    But this is a fairly dense mesh, so noy sure how much it would change.

    It might not add much for this density. I don't have any evidence one way of the other. I didn't try without the triangulation rotation, because with it was my best chance for success. It is very easy to do the triangulation rotation on a plane like this, so I just did it. 

Sign In or Register to comment.