Fluffy Duvet
Hello!
I am new here, plus to Daz as well.
I've been trying to make a drapped duvet cover with dForce; those kinds of duvets that are devided into squares; like this
https://i.imgur.com/89uAolA.png
so i've decided to test some physics on a single squared piece that will eventually make up the cover.
https://i.imgur.com/3HGjx1m.png
i've gotten this so far, with the simulation:
https://i.imgur.com/i1r85E3.png
the mesh is maintining a nice form on the edges, not collapsing much, but the inner area still collapses. now, i think this is because there's just no vertices between the upper surface and the lower surface? - it's what i deduce from seeing how the edges react - because there's a lot of neighbouring vertices they (because of the stiffness setting) don't collapse so much, so i'm thinking there's nothing i can do there, unless i add some planes inside the mesh? i might give that a try later. for now i'd like to go full physics and less mesh.
so i'm thinking maybe with some weight painting on the inner area i can get that part to not collapse to the floor, like in the third image.
results are not expected, as the mesh halts in the air due to the weight paint on the inner area. weigth painting with Influence Paint. i feel this is not the way to go as it will be a ridiculous amount of guessing on how much weight to paint on the square multiplied by the height i need to drop the cover from, plus dropping it onto a uneven surface will result in each square taking in more influence than others, resulting in each square having it own amount of height, i think.
https://i.imgur.com/F9giXiw.png
i'd like the end result to allow the whole cover to fall from whichever height i set it at, and each square to retain it's fluffyness, aka a height to it, so it appear fluffed out.
any other ideas?
thanks
Comments
I've not done much of creating my own dforce stuff before. Thre is a few duvets similar to that I use regularly and they work fine. I havn't check their weight maps or anything yet. I have noticed in another product that has dfoce rocks, that the way the PA got around the rocks flattening is by adding 2 cross planes inside the rocks.
But I do love this idea of that type of duvet. Keep us informed of the progress.
still going at it.
i've been creating a new duvet with blender's cloth simulations, because why not.
and i've just now imported it into daz, and am starting a second run at getting the duvet to remain puffed when falling on the ground, like a normal duvet, not like a thin cloth, "like a normal daz3d" herp
but in the process i realized daz's sphere there on the right bounces when it falls, so it's maintaining its form.
https://i.imgur.com/aVlhwBt.png
does anyone know how to pass the sphere's characteristics on my custom duvet? will it work? has anybody tried?
simply copying materials doesn seem to do the trick, i've tried.
here is the results i've achieved so far with just simulation settings tinkering and adding two planes insisde the mesh, as @charles suggested
as i thought, the results are very "consistent" and i think i'll get a very uniformed, formed duvet, as each cushion would take this general shape. i still have to try with the entire duvet, and having it drapped over an uneven surface.
woop! this is starting to look good!
there's still work to be done on some dimples on the top area, lower the top cushions a bit, and maybe manualy make more creveases between each cushion's corners
and maybe fill in the sides a bit more, and definitely fill up the fabic on the floor but it's looking good, like a puffy duvet, if i say so myself.
it's quite the trouble to manualy fix all this. i made this with default dforce sim settings, saved the custom obj (the duvet i made in blender), and applied the morph. then turned it upside side, dforced it again to get the top cushions to puff out (they went too much).
so it's a bit of work, i still need to try not turning the cover upside down to let the top cushions inflate, but instead increase the contract/expand setting - see if that inflates out all the cushions.
Sorry for the delayed response, the one I mainly use is from the European Style Apartment | Daz 3D one of the best assets in the store for many reasons. It's actually looking pretty good. I am not an guru on dforce, prefering to edit in Blender. But things like bedding is usually quickest to just run dforce on it.
that whole set looks great. very unique and really captures the european style. the duvets though, really don't look like what i wanted though, but thanks for the reply!
the problem with dforce is that it doesn't have any apparent setting (if it has any at all) to control how much the cloth can create these fluffy kind of bed covers. blender will do this easy. its a shame
My attempt didn't come out so well.
Here is the dforce settings for Euro Duvet, anything not shown is default.
Keeping the segments inflated seems like a real trick and I didn't try any bracing but then the whole thing doesn't do what it's suppose to. Another attempt and the squares just collapse as expected.
Something else I might suggest as a possible work around, is make the seams a morph applied after simulation?
it is! the simulation settings also heavily depend on the geometry of the object, it's pose.... it's a lot of tinkering!
if i can get the entire duvet to stay inflated, after a dforce sim, that would be another way to go at it, but so far i havent been able to! also, i dont know yet if a morph can be applied to a group of vertices only, as i have a feeling the morph will re-pose the entire duvet! so yeah, more testing needed!
ill try the euro duvet settings later, many thanks!
as i suspected, the morph is moving the vertices to their inital position in the world.
if they would move to their position relative to other vertices' instead, and be limited by their initial distance to the other vertices...
steps: (two duvets showing before and after sim, just for illustration purposes. i m working only on the fallen one)
loading the morph:
(top vertices is a vertex group assigned to the top area of the cushions:
they're a face group selection. is the group setup correctly? do they need to be a vertex selection set or something, instead?
the final result sees the area moving, when i morph, to their intial world position:
is there a way to tell the vertices to only move to their initial position, relative to other vetices and not world locations?
I'm not sure, I'm looking around for some info, but not really finding anything. Haveyou tried turning off air resistance?
dforce isn't the only physics system for Daz, there is also VWD Cloth and Hair - Version 2 3D Software : Poser : Daz Studio VirtualWorldDynamics (renderosity.com) which I use as an alternative for hair sometimes.
spending 60 bucks on a physics pack only to see if it even works..i rather do it manualy!
but thanks for the heads up!
no air resistance
is pretty much the same. i have a feeling no settings will allow the vertices to not collapse. there would need to be more physics dials. a "repel" setting, along with two separation maps (one map painted on the top area, another on the bottom) would work wonders!
So one thing I do for advanced physics is to use Unity3d. I wrote my own OBJ exporter that has options for sending it the OBJ through blender command line for mesh cleanup which I don't mind sharing the code. There is other free ones too. And Unity is free for indie. Sure it's intended for making games, but one can use it for so much more. With C# support it's easy to knock out code in minutes.
Here is an example I did a couple of nights ago for littering a ground segment with thousands of leaves and sticks. Took about 4 or so hours to set it up, write the code and export final results.
Test shot in Daz.
using another physics engine is definitly a possibility.
i'm happy with how i got the duvet looking, without having to use another program.
my scene has 3 objects interacting with the duvet, including a figure - i tried importing the obejcts into blender and simulate the duvet there, but the collisions in blender where not registering correctly, making the entire thing look like it is more work for the result i need, as opposed to manually winging it in Daz.
definitly a possibility, and as a work with daz, making scenes, moving to a external physics sim program.
thanks, Charles