How to make dforce not holding on the initial fabric folds?

JamesJames Posts: 1,025
edited June 2023 in Daz Studio Discussion

I have a problem.

I make a hijab.
The front part is up to covering the breast

Then I make a morph to anticipate bigger breasts by making the front hovering in the air a bit,  as the initial position for dforce.

In doing so the fabric has more folds initially.

When I simulated, the result is, the fabric has a bit of unnatural folds/creases when draping. As if dforce trying to hold on to the initial folds.

What is the solution for this?

Post edited by James on

Comments

  • Catherine3678abCatherine3678ab Posts: 8,335

    James said:

    I have a problem.

    I make a hijab.
    The front part is up to covering the breast

    Then I make a morph to anticipate bigger breasts by making the front hovering in the air a bit,  as the initial position for dforce.

    In doing so the fabric has more folds initially.

    When I simulated, the result is, the fabric has a bit of unnatural folds/creases when draping. As if dforce trying to hold on to the initial folds.

    What is the solution for this?

    While sometimes it can work, dforce isn't meant for making morphs. Make the morph in the hijab by sending it and the figure with larger breasts dialed in, over in the modeller. Then dial out the morphs in D/S and select the clothing. Then either via the bridge or via import, bring the morphed hijab back into D/S via Morph Loader Pro [advanced bridge setting in D/S if using Hexagon bridge]. Reverse shape, yes. If the morph looks to be good, then zero it and save it. Then load a fresh clothing piece, restore the figure to high res [goes to base when using Hexagon], and try the simulation again.

    It's also possible to adjust the simulation settings, i.e. for thicker, heavier cloth, or lighter fly away cloth. And of course one can put a weight map on it and freeze the portions that are not to be affected, or only affected a little bit, when simulated.

     

  • PhatmartinoPhatmartino Posts: 287
    edited June 2023

    There's at least a few things I play with when dForce simming to try and control what happens...

     

    Simulation  Settings Tab

     

    Gravity - Can be used to "Pull" more, faster, by increasing above 1.0

    Frames Per Second (FPS) Multiplier - Default is 2. I often try setting this to 1. Every once in a while, an item can handle this (a lot can't) and it can speed up simulation and create a "looser" drape.

    Collision Mesh Resolution - I saw it recommended to set to Viewport, which has felt like it improved simulation for me ever since I changed it. Some help with pokethrough and draping.

    Collision Mode - Test the difference between the 3 options (Good, Better, Best) for any sim, especially ones that aren't going how you'd like. Good is "Loose" and "Stretchy" and possibly volitile and prone to pokethrough depending on the garment. Better (default) keeps it's shape a little more, feels like friction is amplified a bit and is more accurate as far as conforming without pokethrough. Best is further in the direction that Better was headed.

     

     

    The dForce item

     

    With the dForce Item selected in the Scene Tab, take a look at the Surfaces Tab and make sure it's Selected there as well. Scroll down the parameters on the right and look for the set that's a kind of a brownish color. These are all dForce Parameters.

    Particular ones to become familiar with:

     

    Friction - change how much friction the item experiences on collision, or how easily it slides down a surface that it's hitting. Default is 0.4. You can try altering this all the way down to zero if desired, or up higher to grab even more than default.

    Self Collide - This tells the mesh whether or not to collide with itself. Usually, most well made garments benefit from this being turned on, to get the intended look... but, turning this OFF has fixed explosions and other problems so many times for me, it's worth checking what happens with it truned off in any instance where things aren't simming how you want. This could alleviate possible hard to spot self-intersection with your hajib that's there before simulation even begins, especially if you're using a morph that moves lots of vertices away from their original location, etc. 

     

    Right Click Garment in Surfaces Tab

    Choose dForce Surface Adjuster... This little interface gives you easier to understand control over several more complicated Sim Parameters with:

    Stiffer / Silkier

    Shrink / Expand

    Stretch- / +Stretch

    You can "Nudge" these sttings one way or the other for a pretty self-explanatory result. I usually try 1 or 2 "nudges" unless I really want to make a drastic change with mayeb 3 to 5.

     

    Anyway, these are the main things I play around with when trying to control my dForce Sims... there's many more things to look at as well, I'm just not quite as familiar and get by with the things am.

    Good luck!

     

    Post edited by Phatmartino on
  • crosswindcrosswind Posts: 6,926

    A separate surface or a dForce modifier weight node will help a lot.

Sign In or Register to comment.