[Solved] Clothing mesh gets spiky and jagged when simulated
James
Posts: 1,037
I am learning how to make dforce cloth.
I met these problems when simulating:
Spike vertices and jagged
How to handle this problem?
Post edited by James on
Comments
What does the geometry look like? Post the same view, but in a Drawstyle with wireframe (e.g. Hidden Wire or Wire Shaded)
https://prnt.sc/vl93P4zx5OeZ
Should the mesh best triangulate or quadrangulate?
update:
I went back to MD, and cancel quadrangulate.
Export to DAZ
Do all the settings
Test
The jagged is minimized. But still have spikes
Then I increase the Quality > FPS > from 2 to 4
The spikes is minimized.
But I think all DAZ3D clothes don't have spikes on the default simulation settings.
Why mine has spikes?
Hmmm ... I cannot say what causes it, but a quick fix is to go to geometry and add a smoothing modifier to the object ... then increase smoothing several times in parameters. It should look much better.
Edit: just to note that adding the smoothing modifier can be done after simulating as well as before hand without effecting the simulation.
However, I will pay attention to thsi thread because finding out how to stop it in the first place would be useful. My guess is it has something to do with bad or interesecting geometries.
As far as I am aware dForce prefer a kind of regular quad mesh.
Quads are better. This is because any subdivision will divide the quads smoothly and in an expected manner.
Triangles do work, however, and it may be a different issue.
It dos look as if the spike on the shoulder might have matched a kink in the topology. I assume this is a single-sided mesh?
Yes, single sided.
Should it be two sided?
No. dForce cannot handle 2-sided mesh.
It can.
It isn't ideal though.
Depends on the definition of "can".
dForce will handle a 2 sided mesh as 2 meshes, which can move and clip individually, except where it is welded.
So... how to fix the spiky problem?
Any ideas?
I tried another of my custom cloth, this spiky problem still occur.
https://prnt.sc/P928UYQQgHBM
You'll get better help if you respond to specific requests for info. On July 21, Richard asked you to post a hidden wire or wire shaded view of your garment so people can examine the topology. I don't see that you ever did that, so it just leaves people to offer generic suggestions that may or may not be related to your specific problem.
I have answer Richard on the same day and provided the wireframe mesh.
The image is this:
https://prnt.sc/vl93P4zx5OeZ
Should I make it quad?
Or just leave it as is.
Some DAZ3d product of clothings topology seem to leave it as is.
But I understand the common procedure of retopology is quad.
But some say the irregular trianggulate topology from MD makes bending better.
So if I want to make a DAZ3D product what would be the best practice, If you had by the change the knowledge?
This is my advice:
Select the mesh in the 3D window and right click and select Quadrangulate.
This is the quadrangulated result.
Here it is in Daz Studio after Transfer Utility and subdivision.
Here it is textured and dForced on a posed G8F.
Thank you.
Quadrangulate, 10 particle distance and subD 1 seems to fix my problem.
I learned also the shape of the surface where the fabric touch can also result the spike.
Well, my clothings have spikes and jags no more.
Thank you everyone.
Wonderful!