What to do when dForce won't. . .(complaint)

This thread is not to try to fix my poor bedraggled computer skills or more probably ancient Mac, but to complain about the amount of products that seem to me to rely on dForce to make them yield a usable render, making them useless to those of us that can’t dForce. I know that sounds cryptic but I can never get dForce to finish anything proper. I suspect due to computer incapabilities and if so I’m thinking there are a lot of us in the same fix.

The biggest culprit for me are the long flowing sleeves, capes, etc on so many of the fantasy and or oriental costumery that would look when gravity draped but can’t (apparently) be forced to work any other way. Sometimes the posing without dForce will yield a pleasant surprise (see below) but more often than not posing yields something useless.

I’m wondering how many others are like me and quit buying stuff just because we know it won’t dForce.

https://www.deviantart.com/cclesue35/art/La-Bruja-Naranja-843517289

Comments

  • My old Mac wouldn't do it at all but the new one seems to be doing it OK. But I haven not tried anything with sleeves like that.

  • I won't buy strand based dForce hair. At densities suitable to run on my PC, it looks like wire, not hair. At higher densities, it kills my PC. So no dForce SBH for me. Cloth based dForce works, but slowly & I'm not keen on using it often.

    Regards,

    Richard

  • CHWTCHWT Posts: 1,183
    I don't buy dForce items anymore as my computer can't handle them properly. That saves me money. I appreciate well made conforming clothes more.
  • MelissaGTMelissaGT Posts: 2,611
    edited September 2021

    dForce seems to be one of those love it or hate it things. Personally, I love it...but I hardly ever leave a dForce garment to be used as-is out of the box. I'll tweak the weight influence map or fiddle around with other stuff. Of course, that's speaking about dForce cloth...not strand-based dForce hair. I really, really do not like that stuff. For fur trim here and there, sure...but actual human hair? Nope. I haven't seen one single strand-based dForce human hair that looks good. 

    As a note, you'd be surprised at how older outfits can be refreshed and made relevant again with a little bit of dForce. 

    Post edited by MelissaGT on
  • One trick I found with dForce sleeves and dresses, try unchecking start from memorized pose. I don't have DS in front of me, but I believe that the option defaults as turned on. A lot of the outfits that would implode on me, don't implode with this option off.

    There seems to be less catastrophic self collision by not having the figure go through the motion of moving from the default "Y" shape into the desired pose.

    To mimize system resources, if I am using dForce I do the simulation in an empty scene using as few products as I can. Obviously you need to have the items that you want the cloth to collide in, but everything else is removed. When I am happy with the results, I freeze the simulation, lock the object, and save the scene subset.

  • marblemarble Posts: 7,500

    I use dForce a lot because I prefer a natural drape look. However, it frustrates me no end because of its glacial slowness. I have upgraded my PC with a better CPU and a really fast RTX 3090 so my IRay renders are now completing in a fraction of the time it took my old GTX 1070 but I have hardly noticed any improvement in dForce. I don't know why DAZ didn't just buy and adapt VWD which was much quicker and had the added advantage that we could manipulate the cloth as it was simulating (as you can with Marvelous Designer and, I think, the Blender cloth sim). Sadly, VWD didn't work (crashed a lot) on my pre-upgrade PC so I had to return it but it did show promise.

  • margravemargrave Posts: 1,822

    If you were a PA, would you rather:

    A) model an outfit and then model potentially dozens of corrective morphs to make sure the conforming clothing bends and overlaps nicely

    or

    B) model an outfit and then let the physics sim handle the rest?

    I think it's just a practical decision to try and stay profitable.

     

  • margravemargrave Posts: 1,822

    Jason Galterio said:

    To mimize system resources, if I am using dForce I do the simulation in an empty scene using as few products as I can. Obviously you need to have the items that you want the cloth to collide in, but everything else is removed. When I am happy with the results, I freeze the simulation, lock the object, and save the scene subset.

    Another option is to export the simulated clothing as an OBJ and re-import it as a morph. That way, you don't even have to worry about accidentally clearing the simulation. Just save your pose and your morph file, and you're good to go.

  • margrave said:

    Jason Galterio said:

    To mimize system resources, if I am using dForce I do the simulation in an empty scene using as few products as I can. Obviously you need to have the items that you want the cloth to collide in, but everything else is removed. When I am happy with the results, I freeze the simulation, lock the object, and save the scene subset.

    Another option is to export the simulated clothing as an OBJ and re-import it as a morph. That way, you don't even have to worry about accidentally clearing the simulation. Just save your pose and your morph file, and you're good to go.

    Oh, I didn't want to open that can of worms. smiley

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