Is dForce the same as dynamic clothing using Optitex?

I see references to dForce start to pop up. As I have not heard of this before, despite reading the forums regularly, I have a question or two about it.

I watched a DAZ video on dForce and it looked very similar to normal dynamic clothing (using the Optitex system). Apparently dForce requires clothing to be dForce-compliant. So, is dForce just another name for Optitex based dynamic clothing?

If not, could someone please explain the difference?

Thanks in advance.

Comments

  • Most clothing in the DAZ store now is dForce compatible, in that you, the buyer, will be able to apply a dForce modifier to it and run the simulation and it will react properly. dForce compliant simply will mean that the content already has the modifier applied.

  • LeanaLeana Posts: 11,822
    So, is dForce just another name for Optitex based dynamic clothing?

    No, it's a different system. It's a physics engine included in the latest beta: https://www.daz3d.com/forums/discussion/203081/dforce-start-here#latest

  • algovincianalgovincian Posts: 2,636
    edited October 2017

    Most clothing in the DAZ store now is dForce compatible, in that you, the buyer, will be able to apply a dForce modifier to it and run the simulation and it will react properly. dForce compliant simply will mean that the content already has the modifier applied.

    To be fair, there's more that goes into clothing that simulates well than simply applying the modifier to any old gemoetry. This includes the density, topology and flow of the mesh. Buttons and other ornamentation are considerations, too (rigidity maps and welding in general). There are so many parameters that can be set and mapped (surface parameters and weight maps).

    As Leana suggested:

    https://www.daz3d.com/forums/discussion/203081/dforce-start-here

    Hope this helps.

    - Greg

    Post edited by algovincian on
  • IsaacNewtonIsaacNewton Posts: 1,300

    Thanks for the info, folks. This is definitely worth investigating further.

  • IsaacNewtonIsaacNewton Posts: 1,300
    edited October 2017

    I have just read through the info given at https://www.daz3d.com/forums/discussion/203081/dforce-start-here  and I'm a bit puzzeled. On the one hand this is exactly what many people have been asking for for a very long time and could give a huge boost to the level of realism in renders and even (eventually?) animations. On the other hand, where is all the fan fare? It has kind of slipped in on the side. DAZ are no slouches when it comes to Marketing, so why isn't this huge advance being trumpeted from the roof-tops, so to speak?

    The discussion post linked above indicates that dForce modifiers can be applied to pretty much any thing with a mesh, whilst acknowledging that some items that are not fully welded together may fall apart. In the past it wasn't actually necessary to weld seams together in all cases (though good PAs did do so).

    I did a check of some of the most recently released clothing and didn't find a single reference to dForce modifier compatibility. It would be nice if new clothing items, at least, were given that tag as appropriate. Since the dForce modifers (or rather their effects) can be modified by weight maps, I can imagine some of our skillful PAs producing new clothing items with spectacular levels of realistic behaviour. I know it's early days, but I see nothing yet, surprisingly. 

    I'm also looking forward to the enevitable (I hope) release of all sorts of presets.

    Well, now to go and play with this amazing new tool :)

    Post edited by IsaacNewton on
  • dForce is still beta, so releasing content for it may be premature if theer are fixes or chnages that make previously set-up items work poorly.

  • IsaacNewtonIsaacNewton Posts: 1,300

    dForce is still beta, so releasing content for it may be premature if theer are fixes or chnages that make previously set-up items work poorly.

    point taken

  • IsaacNewtonIsaacNewton Posts: 1,300

    beta... yes indeed... the attached image is not quite what I was expecting... I guess more work is required... I look forward to trying the next version.

    dForce1.JPG
    352 x 591 - 37K
  • LeanaLeana Posts: 11,822

    Turning off self-collision often helps with clothing explosion problems

  • Oso3DOso3D Posts: 15,042

    Uh, people do realize that Optitex is hardly error free?

    I've had MANY weird bad results with Optitex (stupid fingers).

    I'd be surprised if you could find a draping system that didn't require a bit of testing to try out specific outfits.

  • beta... yes indeed... the attached image is not quite what I was expecting... I guess more work is required... I look forward to trying the next version.

    Were you trying to emulate the famous Marilyn Monroe scene from "The Seven Year Itch" by any chance? smiley

  • IsaacNewtonIsaacNewton Posts: 1,300
    Leana said:

    Turning off self-collision often helps with clothing explosion problems

    With self collision off, it didn't explode. Good call. (It didn't drape the way I wanted either, but that may just mean I need to work at it a bit more.)

  • IsaacNewtonIsaacNewton Posts: 1,300
    edited October 2017

    beta... yes indeed... the attached image is not quite what I was expecting... I guess more work is required... I look forward to trying the next version.

    Were you trying to emulate the famous Marilyn Monroe scene from "The Seven Year Itch" by any chance? smiley

    lol..no, but I see what you mean. Marilyn only had to cope with her skirt going up... my character has exploding clothing...what is a girl supposed to do?? hehe.

    Post edited by IsaacNewton on
  • Brings the term "wardrobe malfunction" to new heights...

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