Remote Future: Collision System
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I know it's not doable today, and I imagine that there are probably very complex and long ways to do it today at the cost of some great skills and of many hours per frame, but wouldn't it be cool if Daz Studio, one day, had a collision system?
(I'm not talking about dForce, please, let me explain what I mean).
I was thinking: the part of the rendering process that takes me the most time, nowadays, is the posing part. Even if you use a premade pose, there's no way that every bone will be exactly how you want it to be.
(I know, PowerPose it's great. Yet, it's the part where I put most time).
This is because when stuff pokes it's not a beautiful view!
But what if the fingers of the interacting figure stopped exactly where the skin starts, as the clothes do?
And what if that skin reacted to that contact, sinking a little bit?
What if the same happened for the interaction with clothes? And for the bending articulations, like hips, knees, etc.?
What if a foot could interact with the floor, without poking in it, but maybe moving away a little bit of sand, or taking the shape of the hard rock?
(And yes, I know about CTRL+D, it's not what I'm talking about).
I think all of that would be wonderful!
In how many years do you think this would be possible?
Maybe with Genesis 9 one day?
Share your thoughts about this matter! :D
Comments
It would be nice but, I think Daz studio would be better off with a 3D game engine to create quick and instant animations! I believe this because it is a pain rendering animations in Iray and 3delight too slow(this is why I purchased iclone 7 and the transfer software to get my figures into iclone 7). I would also beefup the OpenGL engine to have shadows and more options because that render engine is my go to render engine on my cheap laptop and it would open up more rendering options for Daz Studio and more customers. A true collison system would be like dforce simulation calculations and would slow everything down without a higher end computer and ram. Don't get me wrong on my workstation dforce and iray work great but not everyone can afford expensive hardware.
Hardware is getting more powerful by the day, what we easily do today was unthinkable some years ago! :D
Carrara has collision today, so they understand the technology to make it work. It's my opinion, however that when we consider that Studio is free and Daz makes their money (which funds the software development) from content sales, that the focus for the foreseeable future will be on improvements to Studio that will help maintain or increase content sales. Not criticizing this in any way, it's just good business.
Animators have been asking for a while for improvements which will make their lives easier. And we've seen an increase in questions about exporting content from Studio for use in another tool. Making Studio a more viable animation platform would be a good business choice. Even though it wouldn't help me at all I could understand them working on something to make animation work better.
All that said, would I love to be able to sit Vickydown on a couch and have it deform to her weight? Or sit her on a hard kitchen chair and have her bum spread a little like it really does? Absolutely! I'm just not sure if that would make sound business decisions for the future of the software.
I see, money is important :)
Maybe this depends by how much work is needed to implement something like this.
Of course the focus should be on characters, like in your example, at least in the first place.
Since they're putting so much effort in dForce, maybe it's in their project to do something similar with the future generations of characters!
People have asked for this type of "feature many times before all without
understanding how a collision system actually works.
The reason we have to define what our Dforce ,optitex, etc item will collide with is
so that the Physics engine can commit resources to calculating
the vertex to vertex collissons of the items defined and ignore everything else in
the scene that wont be colliding.
Note how your system bogs down during the collision of a Dforce simulation.
what you are asking for is a full time/real time
Active GLOBAL collision system that will somehow prevent any geometry from
ever penetrating other geometry in a Daz studio scene that is switching from Base
res( during posing) to whatever SubD level and HD morphs you are running.![cool cool](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/shades_smile.png)
With IRay previewing it all as well I assume.
so you can avoid enduring the vicissitudes of undertaking the meticulous work of
posing your figure without body part or scene prop inter-penetration for a still render.
Does Daz studio not already have enough GPU dependant / Brute force Features
rasing the hardware requirements beyond those even needed by hardcore gamers??
Speaking of which, this kind of live.
realtime collission system is already possible in game engines like Unity
( with commercial plugins)
Note however they are using very primitive "Collission dummy" type game rigs
to get that performance in a game engine.
Certainly Not Genesis 8 type rigs with 4K textures and active JCM/HD morphs.
IMHO As Daz Continues down this path of NVDIA/GPU dependant Brute force
Solutions for thing slike hair an cloth simlulation,it does not seem likely you will
see this type of realtime physics option coming to Daz studio soon.
Thank you for the explanation, @wolf359
A man can dream, can't he?![laugh laugh](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/teeth_smile.png)
there was a plugin doing collision or physics inside DS but I think there are more projects with +prioritization, dunno.