Tired to the nose of DForce.

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  • #1734895
    Abad
    Participant
    Rank: Rank 5

    The scam is big. It has never worked for me. I can change parameters already, but it always "bursts" the geometry into irrational shapes.
    Besides, the slowness to do garbage and waste time ...
    It may work for static, but in motion, it is from vomiting. 😀

    #1734911
    eelgoo
    Moderator
    Rank: Rank 7

    I never bother with it. It is far more trouble than it is worth IMO. :0/

    #1734919
    Grouchy Old Fart
    Participant
    Rank: Rank 3

    I can use it, but it's a massive time-sink, sometimes taking longer than the render.

    I tend to avoid the stuff, since it seems IMO that a lot of content creators rely on dForce to make up for a lack of skill at creating intelligent morphs.

    #1734944
    John Lund
    Participant
    Rank: Rank 4

    I avoided dForce for a long time, but it is too many nice items that needs dForce, so I had to find a way of using it.

    The important thing is to reduce the simulation time. If the simulation is quick then it doesn't matter much if everything blows up.

    The first thing I do is to set "Start bones From Memorized Pose" to OFF. It sometimes has to be ON depending on the item and the pose, but 9 times out of 10 I don't need it. Having it OFF saves a LOOOT of time.

    I have reduced "Subframes" to 4 and "Iterations (Per Subframe)" to 2

    I'm right now working with a scene including Midnight Babydoll (https://zonegfx.com/midnight-babydoll/), and with that item I have set Gravity to 0.1.

    With this particular item (it can vary a lot), that setting and 2x 2080TI a simulation takes 12 seconds.

    The result? Well, it's good enough for me! It's definitely better than without simulation and looks...quit natural.

    I did another simulation with default settings and it took 2.5 minutes, that is 15 times longer. The result IS different but I can live with the result from the much, much quicker simulation. Some items can take 10-15 minutes to simulate with default settings and then just suddenly blows up... that is just not for me, I rather have something fully acceptable within a minute or two.

    Remember: Perfect is the enemy of Good!

    PS! Reducing Gravity to 0.1 sometimes prevents blow ups.
    Changing textures sometimes help when getting the error "Error preparing...", use another texture before simulation and change it to the one you want afterwards.

    #1734996
    Frank21
    Participant
    Rank: Rank 5

    I'll add a few observations -
    * dForce one object at a time and freeze the others (if any)
    * explosions are mostly caused by intersecting surfaces like when you have your figure sitting or with arms too close to torso
    * removing the default setting and re-applying a new dynamic surface sometimes works better
    * heavy scenes can slow down dForce (VRAM)- pose and dForce your figure separately, save as subset and import
    * don't wait for the sim to finish, stop it when it looks good enough

    I rendered 7 scenes yesterday all with dForce items without problems. None took more than 60 seconds. I think you need both a good CPU and a GPU with 8+GB of VRAM for things to work not too slowly. Not sure about sys RAM, maybe that too.

    My specs - i7-10700KF, rtx 2080, 32GB DDR4

    #1735000
    ColdBeer31
    Participant
    Rank: Rank 4

    Ok, a couple of things:
    John Lund's advice is very valid and helps to save LOTS of time.

    As an addition I highly recommend to make everything invisible in the scene which won't or shouldn't be part of a collision before starting the simulation. This again will save LOTS of time.

    https://zonegfx.com/dforce-master-cloth-simulation-presets/
    contains a nifty dforce explosion fix script which simply can be applied to all simulated surfaces. Works like a charme.

    https://unofficial3dforums.com/t/my-dforce-eureka-moment/641
    has some really helpful hints how to change surface settings for a more realistic result which won't take any additional time.

    #1735001
    Frank21
    Participant
    Rank: Rank 5

    @Hig27 (Leddi) I have that dForce sim product but I'm not convinced the explosion fix script actually does anything, hasn't worked for me at least. The other presets are confusing just numbers.

    #1735002
    ColdBeer31
    Participant
    Rank: Rank 4

    You have to select the surfaces you want to apply it to, not the dress (or whatever) in the secene

    #1735015
    Frank21
    Participant
    Rank: Rank 5

    Ah ha! thanks Leddi

    #1735069
    Abad
    Participant
    Rank: Rank 5

    My problem is not about clothes. Is the hair. Also with the female breast with Dforce.
    I make animations of 3 or 4 minutes, to export in Alembic to Maya or C4D. They can represent about 5000/9000 frames. : D
    While these softwares have their hair system, making one "in style" can take hours of work.
    I am going to try with the presented parameters, to see if there is luck.
    Thanks

    #1735080
    ColdBeer31
    Participant
    Rank: Rank 4

    Can I just say: the dforce breasts basically just don't work. At all. Save your nerves and don't bother with them. Give https://zonegfx.com/breastjig-script-for-dazstudioupdated-for-g8/ a try instead.

    Hair is a different matter, as there are two types of dforce hair. Cloth based (such as Linday's) and strand based. I usually stay away from the strand based because I don't like their look. Linday's (or PhilW's) hair on the other hand can be sped up by changing the dforce quality to "Good" and will still be looking convincingly after simulation..

    #1735081
    Frank21
    Participant
    Rank: Rank 5

    Certain dForce hairs work way better than others in DS. Ones like Primavera and Long Wet Hair look like they're going to be trouble because they're so long and curly with separate parts, but they dForce great. Never had a problem with them. Others stretch during simulation and look awful. I suppose it depends on how well they are made by the PA. If you're animating that's a different ball game with it own inherent dForce problems. Good luck with that... I don't have the patience for animation.

    #1735085
    ColdBeer31
    Participant
    Rank: Rank 4

    Yeah, animation is a complete different ball game. Luckily I was never intereted in trying it. 😛

    I was almost going on a full blown rant lately that basically all DAZ hair plainly sucks. Especially the long ones.
    OutOfTouch? Nice looking, but ridiculously badly rigged. Except of the ponytails, these are actually great.
    Linday? Great dforce, but not an inch flexibility in terms of styling. You can not even change the hair length.
    chevvybaby? I don't know where to start, technically they are just bad.
    AprilYSH? All in all probably the best a,though the textures are a hit and miss.

    And so on and on and on. Once you start looking for a particular style you are screwed anyway.

    Now this still turned into a bit of a rant. Sorry for derailing the thread.

    #1735097
    eelgoo
    Moderator
    Rank: Rank 7

    Whilst it is derailed, I just wanted to add that there are older hair products which are well made & hold up well with modern shaders applied.

    Lisbeth, Neftis, Prae, & Studio 11 products immediately spring to mind.
    These are all good that way for single frame anyway. 🙂

    #1735101
    Frank21
    Participant
    Rank: Rank 5

    Well I'm working on a scene right now and nothing will dForce in the scene... constantly pops up error message. It's like there's some global setting preventing dForce from working. I tried everything I know. Had to save the figure out of the scene as a preset, dforce the clothing and re-import it back in again. Daz QA is fucked and anything gets sold regardless of quality.

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