What exactly does "DForce Compliant" mean?
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Products in the store which can be used in DForce simulations are labeled "DForce Compliant". And yet, according to DAZ, "any" object in a scene can "participate" in a simulation. So, by that metric, it would seem that anything is DForce "compliant".
I'm just trying to understand the ins and outs. Does anyone know what the standard is according to DAZ to be called "compliant" with DForce?
Thanks.
Post edited by Causam3D on
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DForce uses dynamic and static elements. The dynamic elements drape around the static elements.
If you make a scene in which a blanket lays on a sofa, then the blanket is the dynamic elements, and the sofa is the static element. Only the blanket drapes; the sofa remains solid.
Any object can be a static element in a DForce simulation; so in that sense "any object can participate".
"DForce Compliant" means that the item in question can be a dynamic element. A guarantee that it will drape well, so to speak.
Items that are not explicitly DForce Compliant can also be dynamic elements, but it may or may not work. Some items drape beautifully, eventhough they weren't created with DForce in mind. Others look awkward, or crash the simulation.
A dForce compliant item will be set up for use in dForce, other items won't and may need more or less extensive attention to make them usable. Daz has never said that erverything will work as a dForce Dynamic item; what they have said is that it doesn't require any specila tools to create dForce items, as distinct from the old OptiTex system.
Yes, and what EXACTLY does it mean to be "set up for use in dForce"? That's the the nut of it.
It means mainly that this item has dForce modifiers applied to surfaces, with parameters adjusted and/or dForce weight maps added where needed so that it simulates properly.
A prerequisite is that the mesh is constructed in a way compatible with dForce: for example the various parts must be welded together or the item will split into different parts when simulating, and dForce usually doesn't like intersecting parts.
Thanks Leana