dForce Fabric Types?
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Is there a way, or a product, to instruct the fabric in a dress to behave like a real life type of fabric? Like, the simulation for heavy velvet should look different than breezy chiffon.
Thanks!
Comments
This might be a good place to start: dForce Master - Cloth Simulation Presets
Unfortunately you can't expect a simple "these values will mimic such-and-such cloth" as mesh density, which is an aspect of the mdoel not the settings, plays a significant role in determining the behaviour.
Lots of great info here : https://www.daz3d.com/forums/discussion/208141/how-to-use-dforce-creating-a-blanket-draping-clothes-on-furniture-and-much-more-commercial/p1
This lists what all the dforce parameters do https://www.daz3d.com/forums/discussion/203081/dforce-start-here#latest, To mimic different types of fabric look at altering the "Buckling Stiffness", "Buckling Ratio" & "Density (GSM)" Settings
I would also find some guidelines, however incomplete, very helpful. Like, 'if you're going for velvet, try playing with this and this' - 'if you're going for leather, fiddle with dials here and here' - 'if you're going for satin ...' - along those lines. I know the dForce links given above, but what I could really really do with is a short little guide for the fabric types, just a couple of basic settings to start out from. I'm just terribly thick I'm afraid
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I change GSM for fabrics
Leather - 650-750, 55% buckling ratio and 20% buckling stiffness
Silk - 150 GSM, 97% buckling ratio 3% buckling stiffness
Denim - 400 GSM, 60% buckling ratio 10% buckling stiffness
Wool - 270 GSM, 55% buckling ratio, 15% buckling stiffness, maybe for blazers I'll put it higher and adjust sleeves more
I adjust more too but that's what I can think of and use wind nodes and change things if it fits the scene. If the silk settings drape too weird I'll adjust things to advoid clinging too much or draping too messy
Increase subD I think for denim, leather, & such & decrease subD for silk, thin cotton, and so on I think. Besides the dForce settings themselves.
dForce doesn't move the SubD vertices, so this will not have any effect. As for real mesh, the more divisions the softer it will seem.
Thanks, that's exactly what I was hoping for!
Isn't the mesh desity of a clothing item under the control of the content creator? Or does everyone use the exact same mesh density for everything? If a content creator is modelling a pair of jeans - they're badically going to be either denim or leather. A breezy billowing beach dress is not going to be denim or leather.
Of course, I was explaing that you can't expect to get a set of values that will make any item they are aplied to behave like a particular fabric - the values would need adjusting for the specifics of the item.
I seem to remember that the old Optitex dynamic cloth had different material presets and Marvelous Designer has them too. So is this a fundamental deficiency in the design of dForce or something that could be added?
OK, thanks. I had it backwards.
OptiTex was a very different system, and even Marvellous Designer I believe has an on-demand mesh system rather than baking to finished geometry when working internally. The settings in MD are similar to those on surfaces in dForce.