dForce skin pressure settings?
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This is probably an odd question, but would anyone happen to have any recommendations on how to adjust the dForce surface settings (like Bend Stiffness, Shear Damping, etc) to better simulate pressure applied to human skin? Obviously it shouldn't fold or wrinkle like a blanket, but it should allow indentations in the rough shape of the object applying pressure.
I have absolutely no clue where to start, so any advice is appreciated. Thanks.
(edit: I know how to use dForce, this isn't asking how to make skin indentations. I'm just asking for recommended surface settings).
Post edited by SnowSultan on
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Have you read through this
https://www.daz3d.com/forums/discussion/203081/dforce-start-here#latest
That almost could not be written in a less user-friendly manner, lol. Not a big deal, I was just thinking about experimenting with skin impact after reading a dForce tutorial about soft cushions, but there's no hurry. Thanks. :)
I gave it a try using a sphere pressing into a G3F. The dForce surface settings were all set at default but I turned Gravity and Air Resistance to 0 so there is no downward pull on the skin. I added a weight map to the figure. Using the weight map brush tool, I selected all and set to 0 for influence weight, then used the paint brush and smoothing brush to paint high influence weight values around the point of contact.
The simulation was animated with the sphere starting away from the body and pressing in at frame 10. Result with large sphere:
With small sphere:
That is actually really interesting RG, thanks. If you use an oddly-shaped object, like a weapon, fist, or a railing, does the indentation reflect that different shape? That would be far superior to dformers, which basically only create round or oval depressions.
Hm - that's actually a very promising result, RG. I may need to experiment later, too. This might be useful for hand-on-skin contact, too.
Don't forget that you would still be limited by the resolution of the mesh - the knuckles on a fist would certainly be missed.
Richard, do you think the resolution wouldn't be sufficient even with subd?
if you increase the sub division it should get better.
dForce, like dForms, doesn't shape the virtual vertices generated by SubD (it can use them for colision detection, however).
Ah, I was hoping it wouldn't have the same limitations because I didn't think most dForce objects and clothing were that polygon-heavy.
Is it even possible to get that kind of skin impact detail using Zbrush and then exporting the displacement/morph/whatever into Studio? I think you said a long time ago that Studio would still reduce the resolution of any HD morphs created in Zbrush or other high-polygon modelers.
yes, you can't create HD morphs - but displacement does affect the SubD vertices, so a displacement map will work (at least for stills).
@SnowSultan somehow Outoftouch has a few items that do what I think you're wanting done. OOT calls them "micro pressure" morphs. I can't think off the top of my head what item specifically has it, but it's really neat (from what I've seen).
Yeah, I call that effect "skindentation". :) They're very cool morphs and I wish more clothing items included them. Very important for realistic renders too.
Hello RGcincy
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Would you mind explaining it to me better or putting screenshots? there's no way I'm going to get out of pressure with the ball.
Thank you very much RGcincy
arent there literally screenshots there?
btw does Dforce work on base mesh or SubD? I assume base mesh like most things Daz.
Yes, base mesh - it can collide with other objects using their Viewport SubD, though.
There are screenshots of the image but not of the options.
I'm a noob
I know that for most things, exporting the character out and re-importing as an OBJ is a hassle, but I've found that for certain "money shots" in my comics I'll want the added bit of realism that actual skin indentation can add, so to get around the low subdivision thing I'll export the character out at SubD 4, reimport, add all the textures again, and then add the dynamic modifier and weight painting to it. The results are pretty good, usually, although the effort it takes to prep the mesh (and then being locked into a static OBJ, obviously) is a huge PITA so I don't do it frequently. I just chalk this into the "no replacement for actual geometry" category when everybody constantly tells me that the current geometry density is sufficient and to be happy with normals/displacement :/
a script to export and then import a character as static mesh at current SubD (and which also applies the shaders/textures) would be very useful. Not just for collision, Dforce, but also for Mesh Grabber.
it's not that much work to do it manually, but it also kinda is.
I have always wondered about whether it was possible to simulate the pressure on skin as well as displacing the pressure to simulate the buldging to the sides when the the pressure is applied. For example while doing natural poses like crossing legs (sitting with legs crossed) or folding arms in front of ones chest. Is that practical with DForce?
Main problem with that idea is the dForce can't preserve volume, meaning you can use it to flatten the leg, but it won't build at the sides.
So it functions alot like smoothing does. Well, I know that VWD has an inflate function maybe VWD could do handle collision and inflation.
Too bad you can't bake the clothing as textures. That way you could find edges in Affinity Photo or PS and use that to make the displacement mapping.
I know, that I repy to an old thread, but I just came by and read it and thought I have to add something to this:
The above statement is not correct. Dformers can take a weightmap for the influence (instead of the spherical influence area). You can select the influence sphere in the scene and set it to weightmap in the properties tab. Then you activate the weight map brush tool and go to the tool options tab. There you add a influence map and you have the capabilities to paint any weird shape (even non continuous areas) as influence area of the dformer. This makes all a lot easier (in certain cases) than going through the hassle of dforce simulation.
xavi_bcn75
More complete directions can be found on my dForce thread here. This shows the use of both a base mesh and a subD model exported/imported as well.
This post shows how to set up for a face punch which uses similar techniques.
thats [not all I would wish].
they earn money from us but they cant let us have all the good stuff.