Quick dForce Demonstration for ya
Dartanbeck
Posts: 21,551
This is a quick sample of the sort of work I've been doing with dForce, Daz Studio and Iray
- 14 second animation - 1080p
- Used Face Controls for Genesis 3 & 8, but only a little
- Simulated Linday's Classic Long Curly Hair (fitted to Genesis 3 Female)
- Added dForce properties to Aeon Soul's Whymsy for Genesis 3 female
- Simulated Whymsy
- Added ThePhilosopher's iReal Ocean Water system to Andrey Pestryakov's Stones and Structures to have moving water
- Used Andrey's Iray Sun/Sky settings with Sickleyield's Iray Sky System
- Composited the resulting renders in Fusion, within DaVinci Resolve 16 (had issues with 17 on my machine)
Post edited by Dartanbeck on
Comments
Hmmm... if you want to see it at full resolution, I suggest clicking the "Watch on YouTube" button, bottom right. It's all pixelated when I go full screen from here.
EDIT: looks good in the small viewer though, and gives a good idea of the results.
EDIT Again: But the moving water looks much better in HD on YouTube
Very impressive!
Nice work! How long did it take to render this 14 secs animation in DAZ?
I can never get hair or clothing to not blow all over the place when standing still. I have no wind or anything, they're not moving, and the stuff is just moving all over the place. I'd love to know how you got it to be so firm. Looks great!
Thanks to all of you!
It took about 2 hours to set up, tweak, and simulate Whymsy, give or take. About an hour and a half for the hair, and about three hours to render Rosie. Took about another 2.5 hours to set up and render the scene.
I have a writeup about it in my other thread starting with This Post
Rosie 7 - 2023 - Animation Test Scenes A
This one took a lot longer as it is made up of a pile of my tests since I started over with this version of Rosie - but it's not even half of the rendered animations I have of her. Probably not even a third. I'd have to count.
Thanks! Hmmm... I have a writeup about it in my other thread starting with This Post
I'll be doing more instructions on this stuff soon, but going through that thread has some ideas in there.
Nice! Thanks for pointing out your previous post, I appreciate it! I'll look through that as well as the thread later today. I'm always trying to understand simulation more, so I'll be on the lookout for more tips! Thanks so much.
Cool! When I get home we'll talk more. It didn't seem very straight-forward or easy when I first tried it either.
I have to say, learning the incredibly simple process of weight painting (so simple - so powerful) is key, I think. Not that we always want to paint weights, a lot of the time I'm erasing ones that came painted on stuff. Like I say, we'll talk more when I get home later.
Until then, Rock On!!!
Rosie 7 video - super impressive. I love the nice little touches like the car bouncing as it connects with the curb (is "curb' just a UK term? I know the US uses "sidewalk" instead of "pavement").
A couple of questions which have probably been answered elsewhere and, if so, just a pointer will do.
What did you use for the breast jiggle? I'm guessing manual posing rather than a script but I'd be interested to know.
What are your PC specs and how long did that 2 minute video take to render?
I'd like to see her in a similar video but wearing a skirt/dress just to show off your dForce skills.
Q - I'd like to see her in a similar video but wearing a skirt/dress just to show off your dForce skills
A - See first Post of this thread. I did that while I was typing in this forum regarding "how useless dForce is". I disagreed, so I made something happen that I've failed at twice before - dForce Whymsy!!!
Turns out to be a lot easier to dForce than I thought. I was over-thinking. For that particular animation to work, however, I had to use my Anim + dials to put some negative bend on the shoulder bones, of it would blow up due to arm pit mesh intersection. This is common for any dforce sim with sleeves in the arm pit region. I make sure not to de-bend them too much to throw off the direction of the dynamics once I delete the correcting shoulder key frames after the simulation is completed.
* (probably really close to accurate*) - these are the animation/simulation (x3) rendering sessions that I do on a daily basis, so I'm fairly good at knowing how long to watch VFX documentaries while I wait.
one of the walk cycles includes jiggle
Yes, I do have that one, I think... SKAMotion, I think?
https://www.daz3d.com/aniblock-high-heel-walk-for-genesis-8-female-s
Nice if that walk aniblock is all you need.
Okay that one and others - as well as the default dynamics settings in VWD put out a Lot more jiggle than mine. I tone it Waaaaay down.
VWD is awesome. My good friend Mindsong knows VWD inside and out - and taught me a lot. Well, I found the text file that VWD uses to determine the dynamics, and it was really easy to see the numbers to adjust, so I just tried a few options and settled on this. Basically it calculates the gravitational and velocity forces on a protrusion with an intelligently set stiffness. We can tell VWD to use that data to control morphs on the figure. It comes with the neccessary morphs as a preset. So simple.
I also have 3D Universe's Spring Dynamics - but haven't tried it yet. But it seems that soft-body jiggles is one of the most popular uses. I wanted it for other things - and I just haven't got to doing those things yet, which is the ONLY reason I haven't tried it yet.
Very well. I shall work something up.
Okay I just read this and that sounds misleading, so I'm going to clarify:
What I meant is that the text file provides the names of the correct morphs for Up/Down, Right/Left for both right and left sides, so VWD knows what to do - the product certainly does not include morphs! Just controls them!
FYI: The pavement is what the car drives on. The curb is the where the pavement ends. It is usually a slightly raised concrete area. The sidewalk, if there is one, is adjacent to the curb. :-D
Until reading this topic, I didn't realize DAZ had this ability. It's a handy tool.
Handy indeed, and can be used on dForce items to control certain aspects of the simulation!
I've used it in iClone. I could have used it in DAZ when I dForced the Boulevard dress. It might have been easier than turning off individual dress parts. I must spend some time to get familiar with the UI.
Many dForce products have weight painting applied to them already, and I almost always alter that to my liking.
Something that might be part of the reason for all of my dForce success:
I was just messing around with Rosie 8 and, while dForce rocks for her too, it behaves a lot slower and less stable. I wonder if Genesis 3 is just a lot easier to dForce with - at least on machines like mine?
well I find Dfrorce far easier to use with legacy content on V3,M3,A3 and V4,M4,A4 etc than any Genesis figures as long as it is welded
so there may be factors at play there
the subdivision algorithms possibly as Legacy content is higher poly and doesn't use the encrypted HD technology
Whareas Genesis 3 really amped that up with less base polys to be more reliant on HD morphs and such.
Moving to the caged SubD tech was a brilliant move. To make things collide better against geometry that doesn't actually exist, dForce has some settings that can help.
the bottom line in the Simulation tab:
The other option that I use is to make a primitive that takes on the missing SubD shape, give it dForce Static properties (I alwaysdo this so I have settings to adjust in Surfaces) and parent that to where it needs to be on the figure. For simulation use, when making primitives, higher resolution mesh options (within reason, of course) can make for better collisions. Then I go to the Display properties after it's all set up, and make it invisible and not selectable from the viewport. But don't accidentally turn off the simulation visibility!!! So easy to do I do it so often for everything else!
Part of my issues with Genesis 8+, I think, is that my computer is aging already.
Ryzen 7 2nd Gen, 64GB RAM, RTX 2660 6GB
Genesis 8 looks and renders great, but is a lot more sluggish on the timeline and especially noticeable in aniMate. I think that sluggishness also carries through into dForce.
I still get great results, but it takes longer to get there, and much longer to test because of that.
With Genesis 3, I can see very quickly what's going on with clothing. It just simulates right along. And like Wendy says, earlier figures than Genesis 2 are really smooth to work with!
Mebbe yes, mebbe no.
yes default settings kind of suck, using better and viewport not base subdivision definitely helps if you have the RAM
not always possible for animations
always turn off smoothing collisions
Right. But if Viewport setting makes dForce unruly slow, simply replacing the SubD that should be there, but isn't during simulations, with a simple primitive is a fast setup that can be saved as a weable preset and used any time this situation arises - that's how I deal with it... usually. I tend to try not to pay too close attention to "Never" and/or "Always". There's always a situation that will prove it wrong!!! ;)
Thanks but what you assert is not the case in the UK - just the opposite: cars drive on the road, pedestrians walk on the pavement. We don't use "sidewalk" but it is a familiar terms from all the US TV, Movie, Internet and Print Media. Anyhow, "curb" seems to be near enough the same for both.