[Solved] Clothing mesh gets spiky and jagged when simulated

JamesJames Posts: 1,037
edited August 2022 in Daz Studio Discussion

I am learning how to make dforce cloth.

I met these problems when simulating:
Spike vertices and jagged

https://prnt.sc/KHP8TTFeCbLX

How to handle this problem?

Post edited by James on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,804

    What does the geometry look like? Post the same view, but in a Drawstyle with wireframe (e.g. Hidden Wire or Wire Shaded)

  • JamesJames Posts: 1,037
    edited July 2022

    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?

     

    Post edited by James on
  • 31415926543141592654 Posts: 975
    edited July 2022

    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.

    Post edited by 3141592654 on
  • felisfelis Posts: 4,314

    As far as I am aware dForce prefer a kind of regular quad mesh.

  • nicsttnicstt Posts: 11,715

    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.

  • Richard HaseltineRichard Haseltine Posts: 100,804

    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?

  • JamesJames Posts: 1,037

    Yes, single sided.
    Should it be two sided?

  • felisfelis Posts: 4,314

    ekajuan_9f765a669b said:

    Yes, single sided.
    Should it be two sided?

    No. dForce cannot handle 2-sided mesh. 

  • nicsttnicstt Posts: 11,715

    felis said:

    ekajuan_9f765a669b said:

    Yes, single sided.
    Should it be two sided?

    No. dForce cannot handle 2-sided mesh. 

    It can.

    It isn't ideal though.

  • felisfelis Posts: 4,314

    nicstt said:

    felis said:

    ekajuan_9f765a669b said:

    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. 

  • JamesJames Posts: 1,037
    edited August 2022

    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

    Post edited by James on
  • barbultbarbult Posts: 24,240

    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.

  • JamesJames Posts: 1,037
    edited August 2022

    I have answer Richard on the same day and provided the wireframe mesh.

    The image is this:
    https://prnt.sc/vl93P4zx5OeZ

     

    Post edited by James on
  • barbultbarbult Posts: 24,240
    Sorry, I missed it because you didn't embed the image in the message. It was only an external link. That looks like MD remesh, not quadrangulation. Remesh puts all those triangles where fabric pieces are seamed. Quadrangulation works better for me with dForce. You might want to try that.
  • barbultbarbult Posts: 24,240
    edited August 2022
    Is that your base mesh density? It looks very dense mesh. I generally use a MD particle size of 10 and subdivide once in Daz Studio.
    Post edited by barbult on
  • JamesJames Posts: 1,037
    edited August 2022

    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?

    Post edited by James on
  • barbultbarbult Posts: 24,240
    edited August 2022

    This is my advice:

    • MD Retopologize will not weld seams. The clothes will fall apart in dForce, so unless you want to weld seams in some other software, don't use MD Retopologize.
    • MD Remesh will convert to some quads and some triangles near seams. Those triangles do not dForce well. dForce likes quads as mentioned above by nicstt. So, MD Remesh is not optimum, in my opinion.
    • MD Quadrangulate produces quad topology. As I said before, I get the best results in dForce from MD Quadrangulate. TRY IT. Do not make your MD particle distance too small. I like 10 with one level of subdivision in Daz Studio. TRY IT.

    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.

     

    Screenshot 2022-08-05 192733.jpg
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    Screenshot 2022-08-05 192835.jpg
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    Catsuit Cutout G8F Wireframe.jpg
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    Catsuit Cutout G8F Black Lace.jpg
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    Post edited by barbult on
  • JamesJames Posts: 1,037
    edited August 2022

    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.

    Post edited by James on
  • barbultbarbult Posts: 24,240

    Wonderful!  smileyyes

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