Cancel Dforce Simulation calculation

LoonyLoony Posts: 1,817
edited January 2020 in Daz Studio Discussion

Hoi!

I was so... stupid to start running it and... it runs now since 5+ Minutes and it seems like it is a very very big handled Pant...(Jeans). and... its JUST the jeans.

And I can not find a way to Cancel it, pressing the big X does nothing -_- and I am tired and want to sleep and thought I just take a "short" look on it but... I have the feeling it will do that 15mins + for ALL cloth items....

*sigh*

so can you please add a Kill Script for the calculation?

I can not even close Daz... only via a task killer... but I forgot to make a save first, because... saving takes also 5+minutes because the savefile is over 700MB big -_-

Post edited by Loony on

Comments

  • barbultbarbult Posts: 24,738
    This is dForce simulation. It has nothing to do with Dformers. Please edit your thread title. There is no way to cancel the dForce spring calculation.
  • LoonyLoony Posts: 1,817

    sorry, changed...

     

  • Is it still going on after twelve and a bit hours?

  • dijituldijitul Posts: 146
    edited January 2020

    It is unfortunate that sometime cancelling a dforce simulation takes a while.  It is wise to start very short simulation when testing (do only the current frame, reduce the Stabilization Time, and lower the Collision Mode).

    You need to edit the collision offset of the dforce materials.  The messages you see flying by ("rest length < collision offset") is telling you that there is a collision or poke-through happening before the simulation even begins.  This will add significant delay to the simulation and is often the cause of "exploding" results (especially if the model is moving/animated).  Edit the dforce surfaces and adjust the collision offset to be smaller than the numbers indicated.

    Alternatively, and perhaps the better option in this case since the collision is so close, is if there is a morph built-in to expand the Jeans (so it's not so close to the figure's skin) which may also help speed up the simulation. 

    Last, turn off Smoothing for the Jeans before starting the simulation.

    Post edited by dijitul on
  • You need to edit the collision offset of the dforce materials.  The messages you see flying by ("rest length < collision offset") is telling you that there is a collision or poke-through happening before the simulation even begins.  This will add significant delay to the simulation and is often the cause of "exploding" results (especially if the model is moving/animated).  Edit the dforce surfaces and adjust the collision offset to be smaller than the numbers indicated.

    It's not collision, as I understand it, it's that the spring (edge) between two vertices of the model is shorter than the offset value. You are, I beleve, correct ns aying that it will slow the simulation (and may lead to undesirable results) as the rest length and the offset value will be fighting.

    Alternatively, and perhaps the better option in this case since the collision is so close, is if there is a morph built-in to expand the Jeans (so it's not so close to the figure's skin) which may also help speed up the simulation. 

    Last, turn off Smoothing for the Jeans before starting the simulation.

     

  • You need to edit the collision offset of the dforce materials.  The messages you see flying by ("rest length < collision offset") is telling you that there is a collision or poke-through happening before the simulation even begins.  This will add significant delay to the simulation and is often the cause of "exploding" results (especially if the model is moving/animated).  Edit the dforce surfaces and adjust the collision offset to be smaller than the numbers indicated.

    It's not collision, as I understand it, it's that the spring (edge) between two vertices of the model is shorter than the offset value. You are, I beleve, correct ns aying that it will slow the simulation (and may lead to undesirable results) as the rest length and the offset value will be fighting.

    Alternatively, and perhaps the better option in this case since the collision is so close, is if there is a morph built-in to expand the Jeans (so it's not so close to the figure's skin) which may also help speed up the simulation. 

    Last, turn off Smoothing for the Jeans before starting the simulation.

     

    If this is the case, then it ought to be unnecessary when self-collision is turned off. Yet it still does the spring extending.

     

    And I agree that it is very, very, very annoying to click the simulate button and realize one ohnosecond later that you needed to do something else first, and have to wait half an hour before it'll let you cancel.

  • PaintboxPaintbox Posts: 1,633
    edited January 2020

    It is really weird a cancel button wasn't included. A user should ALWAYS be in control of a computer process. I understand a complex operation was started that needs all the CPU cycles it can get, but having a keyboard event listener for input every X seconds or minute would be great.

    Post edited by Paintbox on
  • The same is true of rendering, some preparation work doesn't cancel though - as with simulation - the main actvity can be cancelled. I would report items that have a lot of these connlicts between edge length and offset, if they are Daz products.

  • nicsttnicstt Posts: 11,715
    edited January 2020

    Always save before doing such stuff (rendering or simulating); it's good practice anyway.

    It's then quicker to kill and re-open Studio. It also has the benefit of clearing out the rendering Card if you use Iray.

    ... And as it can take a while for studio to actually close; it can be worthwhile killing it under Details in Task Manager. It is possible though that doing this too quickly will result in some background task not saving.

    Post edited by nicstt on
  • LoonyLoony Posts: 1,817
    edited February 2020

    Is it still going on after twelve and a bit hours?

    I wanted to sleep so I used ALT+F4 and killed it... and did go deprssive in my bed -_-...

     

     

    nicstt said:

    Always save before doing such stuff (rendering or simulating); it's good practice anyway.

    It's then quicker to kill and re-open Studio. It also has the benefit of clearing out the rendering Card if you use Iray.

    ... And as it can take a while for studio to actually close; it can be worthwhile killing it under Details in Task Manager. It is possible though that doing this too quickly will result in some background task not saving.

    At my last very broken (in my eyes) project, saving a scene did take 5+Minutes... I really hate that file... but normally I do save a lot times, but I guess it was that file where I wanted the simulation so... I didnt saved it, because I know it take also very long. And, as I said in the first entry, I forgot to save... I just wanted to make a quick test and... yeah, didnt expected that :(

     

    The same is true of rendering, some preparation work doesn't cancel though - as with simulation - the main actvity can be cancelled. I would report items that have a lot of these connlicts between edge length and offset, if they are Daz products.

     

    its not from dazstudio, its a feebie, from a other site.

    Post edited by Loony on
  • LoonyLoony Posts: 1,817
    edited February 2020

    I let that crazy pants now run I guess 40-60minutes, endresult:

    only the logo of the pants are visible now... but the texture got... kinda invisible from dforce simulation. really worth to wait 1hour...

    crazy surface design.... for 1 jeans...

     

    2020-02-03 14_15_18.jpg
    472 x 471 - 203K
    2020-02-03 14_18_18.jpg
    204 x 600 - 95K
    Post edited by Loony on
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