dForce cloth passing through props

I'm now on 4.12 but having various problems with dForce. The major one at the moment is the cloth is not colliding with static props (floors, etc.). I make the floor visible in simulation, even add a static dForce property to it and the garment just drops through as though the floor were not there. The same happened yesterday with another prop as I was trying to hang a towel over the side of a bath - just passed right through the bath mesh. I tried adding subD to the mesh to make it more dense but that had no effect either.

The odd thing is that if I make a plane with a few divisions and place that over the floor area, the dForce garment collides with that. So then I make the plane invisible after draping but this is a workaround, not a fix.

Any ideas?

Comments

  • marblemarble Posts: 7,500

    It occurs to me that the props I was using in those scenes were quite old - certainly pre-Iray. The floor was from one of the Jack Tomalin Deco sets and the bath tub was from the Killzones set (Antfarm).

    I'm wondering whether there's an issue with older models?

  • barbultbarbult Posts: 24,743

    The floor of the prop probably has polygons that are too large for dForce To collide with (vertices are too far apart). This often happens with newer content as well as old content. Your workaround is the way to go.

  • marblemarble Posts: 7,500
    barbult said:

    The floor of the prop probably has polygons that are too large for dForce To collide with (vertices are too far apart). This often happens with newer content as well as old content. Your workaround is the way to go.

    So converting tp SubD doesn't help? I thought that might increase the mesh density to help with collision.

  • jestmartjestmart Posts: 4,449

    A lot of the functions in Studio work on the base mesh ignoring sub-d.

  • JonnyRayJonnyRay Posts: 1,744

    You can get around this by creating your own primatives (plane for the floor, cube (or cylinder if the tub edge is rolled) for the tub), tesseleate them at a higher density. Size and place them along your object and then make them visible to the simulation, but invisible in the render.

  • marblemarble Posts: 7,500
    JonnyRay said:

    You can get around this by creating your own primatives (plane for the floor, cube (or cylinder if the tub edge is rolled) for the tub), tesseleate them at a higher density. Size and place them along your object and then make them visible to the simulation, but invisible in the render.

    Yep, that was my workaround as described in the OP.

  • eshaesha Posts: 3,247

    There is a feature in the dForce settings to make the engine look at the subD instead of the base resolution. Not for the cloth itself but for all the things it collides with.

     

    SubDSim.jpg
    331 x 548 - 139K
  • marblemarble Posts: 7,500
    edited October 2019
    esha said:

    There is a feature in the dForce settings to make the engine look at the subD instead of the base resolution. Not for the cloth itself but for all the things it collides with.

     

    Wow, another option I had missed completely. To be fair to myself, I wouldn't have connected "Viewport" with SubD but I can now see why it has that label.

    Yes, I have read the original Start Here post when dForce was released but I have not memorised it so things do slip past my attention.

    Simulation/Collision

    • Collision Mesh Resolution
      • Type: Enum
      • Default Value: 0 ("Base")
      • Enumerated Values:
        • 0 - "Base"
          • For non-SubDivision meshes, this value and the "Viewport" value are synonymous
          • For SubDivision meshes, this represents the "Cage" mesh
        • 1 - "Viewport"
          • For non-SubDivision meshes, this value and the "Base" value are synonymous
          • For SubDivision meshes, "Viewport" uses whatever mesh is displayed in the viewport as a result of the value for "View SubD Level" property on the node being collided against
      • Notes:
        • Describes the mesh resolution of the objects being collided against
    Post edited by marble on
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