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Actually I don't think "we" do [certainly I don't] ... I think people should learn how to make clothing, uvmap it, everything and then they will figure out why we tend to make clothing the way we have been doing. Single mesh is a lot less hassle.
3D printing requires more than a single layer of mesh, so there certainly is a use for such a plugin.
I know in Hexagon if one has a "draped" item and then adds thickness to the mesh, one will have a nightmare of mesh all over the place and no uvmaps either.
I wouldn't create the extra thickness that way. I think doing that causes more problems than it solves. But I could be wrong. What do you think about it?
I think none of us have enough information to determine exactly how it works so any definitive statements are currently pulled from the posterior - that said the method I described - mesh thickness calculated after simulation is exactly how one uses the solidify modifier in blender so ideally this will work in a similar way. I am not sure what problems it could possibly cause.
And I don't really see why one would want to thicken the mesh before simulating - barring explosions it would still take far more resources to calculate
It's not clear to me that we'll actually have control over when the thickness is applied with this plugin, so we'll have to wait to see.
No, not at all.
And that it's because you only have to apply dForce to the original cloth. The plugin will copy the results.
There are two versions os the thickening: one creates an static object (you can create it after applying dForce). The other one is a dynamic object that respond to the changes in the original object.
Good to know, thanks :-)
Did this plugin ever get approved? Got a link?
Edit: nvm, I found it :-D
https://www.daz3d.com/thickener-plug-in