Dynamic Surface Add On Tutorial

MadaMada Posts: 2,025
edited December 2020 in The Commons

A short tutorial on how I set up my dynamic surfaces to keep edges from rolling out during dforce simulations and get back cloth thickness. :)


Post edited by Mada on

Comments

  • TheKDTheKD Posts: 2,702

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

  • barbultbarbult Posts: 24,853

    Thank you. You do a great job on your tutorials (and your store products, too) !

  • MadaMada Posts: 2,025
    TheKD said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    I have never come across that - all I can suggest is trying to switch to another collision mode and see if that gives you better results. :)

  • Ghosty12Ghosty12 Posts: 2,065
    edited December 2020

    Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..

    Post edited by Ghosty12 on
  • AscaniaAscania Posts: 1,855
    TheKD said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    Check whether the clothes are intersecting with the figure mesh anywhere.

     

    Simple rule of thumb:

    • if they are not intersecting, they will be colliding
    • If the ARE intersecting they will not be colliding
    • If they are intersecting AND the figure is animated the cloth will be attached to the figure at the points of intersection
  • Thank you! Will have to give that a go :-)

     

  • Are you just using the Simulate command, or Simulate Selected? The latter treats everything else in the scene as invisible to simulation; you have to select both the dyamic items and the things you wish them to collide with.

  • nonesuch00nonesuch00 Posts: 18,316
    TheKD said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.

  • felisfelis Posts: 4,681
    edited December 2020

    nonesuch00 said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.

    Are you talking about 'Basic Wear T_Shirt'?

    I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.

    Post edited by felis on
  • MadaMada Posts: 2,025

    Ghosty12 said:

    Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..

    No need for fancy programs, the bridge tool is a standard in modelling programs and you'll have the equivalent in both Hexagon and Blender :)

  • nonesuch00nonesuch00 Posts: 18,316

    felis said:

    nonesuch00 said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.

    Are you talking about 'Basic Wear T_Shirt'?

    I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.

    It definately doesn't for me. Multiple tries in different sessions and it always looks like a fishing net the way it collapses and falls though the skin geometry. I wind up using the t-shirt from Sloshwerks' Naval Uniform instead. I am downloading the DS 4.14.1.22 PB now so I will try again. 

  • Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh

     

    after.jpg
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    before.jpg
    500 x 720 - 135K
  • dantist22121991 said:

    Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh

    Were the clothes modelled around the base shape or the morphed shape?

  • nonesuch00nonesuch00 Posts: 18,316

    nonesuch00 said:

    felis said:

    nonesuch00 said:

    Thanks for the tutorial. Any idea why dforce clothes would simply pass through a person, rather than collide? I have been trying to do a render, two different dresses I tried so far has done that. The g8 girl as far as I can tell is set as a collision in dynamics, I think it's set like that by default, but I readded it through the menu in case.

    I've had that problem with new versions of dForce too. As an example that everyone has in their DAZ Studio install, the Genesis 8 Male Essentials T-Shirt will do that. It's like the T-Shirt mesh's polygonal density is not high enough for dForce to work properly.

    Are you talking about 'Basic Wear T_Shirt'?

    I just added that to Jonathan 8, added dForce, made a walking pose, and it simulated nicely.

    It definately doesn't for me. Multiple tries in different sessions and it always looks like a fishing net the way it collapses and falls though the skin geometry. I wind up using the t-shirt from Sloshwerks' Naval Uniform instead. I am downloading the DS 4.14.1.22 PB now so I will try again. 

    So I just tried again and the t-shirt no longer sinks into the skin but the netting look where the polygons meet is still there, very strongly, most strongly on the vertical. I guess I need to adjust the strength of immobility of the polygon joint locations but I'm not sure which ones to use or how much to change them.

    Shouldn't dForce be figuring out the locations of the seams and possible different textiles within the surfaces and then treating the inner parts bounded by those seams all as a uniform cloth?

  • MadaMada Posts: 2,025

    dantist22121991 said:

    Unfortunately it doesn't work for me. After applying the Transfer utility, the imported mesh is shifted and distorted. I think this is due to custom morphs on the character or on the clothing itself. But I tried to remove the clothes from the character. And do it all over again on the base grid without morphs. And I got distortions and offsets again. I used the blue color to highlight the imported mesh

     

    There's a couple of MUST rules for this to work. It has to be the base geometry that's fits your base figure. It has to be in zero pose. It has to be base resolution with no smoothing applied. Because the add on vertices must match exactly to the base obj vertices any movement will cause it to not work at all, exactly like with geografts. Using the bridge tool gives me the most consistent results for matching vertices between the 2 parts.

     

     

  • barbultbarbult Posts: 24,853

    I tried this and it worked fine. I have a related question. What is a good technique for creating the rolled edges?

  • MadaMada Posts: 2,025

    I'll set up a short video on how I do it in Modo a bit later today :) It should transfer to similar workflow in other programs

  • barbultbarbult Posts: 24,853

    Thanks, I appreciate your generous help. I didn't buy Topsy or her bundle, but I bought the Embers Outfit.

  • MadaMada Posts: 2,025
    edited December 2020

    A quick and easy way using thicken in Modo. You can also thicken the whole garment and then delete the insides keeping just the edge.  :)


    Post edited by Mada on
  • barbultbarbult Posts: 24,853
    edited December 2020

    Thank you for the additional tutorial. I am trying to do the rolled edge in Blender after designing the garment in Marvelous Designer. I haven't mastered it yet, but I am making slow progress. I wonder if there is a way to do it right in Marvelous Designer. I need to learn the MD remesh, because Blender edge loop doesn't work worth a darn with the goofy MD quadrangulate faces. I got around that temporarily by adding some internal lines near the hemline to force better mesh generation there.

    Here is my WIP.

    Edit: This was after simulation, so you can see that the dynamic surface add on worked.

     

    Rolled edge hem.jpg
    2048 x 2048 - 2M
    Post edited by barbult on
  • MadaMada Posts: 2,025

    yea that worked really well :) 

  • barbultbarbult Posts: 24,853

    Here's another render with G8F posed. Your help is very valuable. Thanks again for all the information you have shared.

     

    Rolled Edge Hem Posed.jpg
    2048 x 2048 - 2M
  • MadaMada Posts: 2,025

    You're welcome! :)

  • Mada said:

    Ghosty12 said:

    Very cool video but I like I can gather many others do not have access to Modo due to cost.. I do have both Hexagon and Blender, but not sure how to use them for clothing most of what I have done is morphs..

    No need for fancy programs, the bridge tool is a standard in modelling programs and you'll have the equivalent in both Hexagon and Blender :)

    Tip for Hexagon's bridge, help it. First bridge one set of lines on one side, then the other side, then can loop {remove selection on the side lines} and bridge those in between. Select the new faces, copy/paste - select that group, rename it, and then it can be sent back over the bridge to D/S.

  • hansolocambohansolocambo Posts: 649
    edited February 2021

    To make this extra thickness, all 3D modeling apps have a "thickness" (as it's called in Zbrush, added recently to the dynamic subdiv) or a "shell" option (terminology is always different..) that pushes the whole geometry in and/or out a generates a bridge between original shape and shell. Delete all the shell but its edges and you end up with a thick looking cloth. 

    Post edited by hansolocambo on
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