I hear ya about that IceDragon when talking about conforming clothing VS dynamic. My promo artist just turned in his promos for my upcoming packs for Hivewire and there are a couple of pieces of clothing that would have looked SO MUCH BETTER if they had been draped rather than purely conformed. Oh well... next time!
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Are you sure that's CPU not GPU? It looks like the latter, and my web searching previously found only people using the Intel drivers on AMD CPUs (not soemthing I am in a position to test).
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
I finally gave up trying to use dForce on pants for G8M. Didn't matter if it was .94 or .101 beta, the pants just didn't want to play nice. Either they looked like crap, or they exploded. Or a bit of both. So on to other things...
Working on something else, I decided to try draping a dress on G3F. The whole weight map thing frustrated me. For some reason, I couldn't seem to "fill" the weight on anything.
To get the tool to actually paint the weights onto the item you have to press the p button then hold down the alt button while painting.
I wasn't having trouble painting the weights on, but I couldn't "fill" the object with "0" weight, causing the entire item to be red before I started painting weight. But as I said, I figured it out. Finally! lol
I finally gave up trying to use dForce on pants for G8M. Didn't matter if it was .94 or .101 beta, the pants just didn't want to play nice. Either they looked like crap, or they exploded. Or a bit of both. So on to other things...
Working on something else, I decided to try draping a dress on G3F. The whole weight map thing frustrated me. For some reason, I couldn't seem to "fill" the weight on anything.
To get the tool to actually paint the weights onto the item you have to press the p button then hold down the alt button while painting.
I wasn't having trouble painting the weights on, but I couldn't "fill" the object with "0" weight, causing the entire item to be red before I started painting weight. But as I said, I figured it out. Finally! lol
Ah sorry I misunderstood. Glad you figured it out though!
I have noticed that Collision Offset is a very important setting if you have self collision turned on. Higher poly meshes will need much lower values to prevent explosions. You can raise it on static objects to prevent poke through. I have tested some of OOT's items and they work pretty good with a value of 0.05 (except for zippers).
This hasn't been mentioned much and I thought it might be helpful to somebody.
G3F; dForce used in vest, harem pants and Casino hair with timeline simulations. Self Collision off. Dynamic Strenghth set to 0 for non dforced textues. Weight paint in hair till no strand falls from it
I need to keep pressed Alt key in order to paint. (Win10)
'huh, I can't get this outfit to stop clipping through the figure to even start with draping! Large breasts/muscles/everything is just too big!'
Well, do an animated by timeline, and be sure the figure starts with much of those features set to zero (or low enough not to clip). Double check that the final frame still has the values you want.
Another possibility is to have the clothing not fit to the figure and simply shrink the figure a bit at the start, so it 'grows into' the clothes.
Hi if you are using static meshes for your simulation
then thinning the figure with an "Emaciation" morph and letting
Him grow into the garment and pose will work quite well.
Simulating conformers will be more challenging as they will follow
any thinning morph you apply at the beginning.
So for extreme body shapes, static meshes would be a better option.
Anyone having an issue where, upon simulating, a character will move into the expected pose as usual while the dress "lags behind," so to speak? Everything looks fine for a frame or two, and then suddenly the dress pops back into the original position (or close to it) and never manages to catch up again. The engine appears to give up colliding the character with the clothes at this point.
I've seen it happen with two different dresses now, and I can't quite figure out why. I have this scene that worked properly yesterday, but today it shows this problem after having made a few changes. Trying to reverse the changes seems to make no difference to the results.
Anyone having an issue where, upon simulating, a character will move into the expected pose as usual while the dress "lags behind," so to speak? Everything looks fine for a frame or two, and then suddenly the dress pops back into the original position (or close to it) and never manages to catch up again. The engine appears to give up colliding the character with the clothes at this point.
I've seen it happen with two different dresses now, and I can't quite figure out why. I have this scene that worked properly yesterday, but today it shows this problem after having made a few changes. Trying to reverse the changes seems to make no difference to the results.
Yes. Once that started happening it seemed to happen every time. I ended up uninstalling the beta and have not bothered to re-install. Not worth the effort until they iron out all the bugs.
Anyone having an issue where, upon simulating, a character will move into the expected pose as usual while the dress "lags behind," so to speak? Everything looks fine for a frame or two, and then suddenly the dress pops back into the original position (or close to it) and never manages to catch up again. The engine appears to give up colliding the character with the clothes at this point.
I've seen it happen with two different dresses now, and I can't quite figure out why. I have this scene that worked properly yesterday, but today it shows this problem after having made a few changes. Trying to reverse the changes seems to make no difference to the results.
Yes. Once that started happening it seemed to happen every time. I ended up uninstalling the beta and have not bothered to re-install. Not worth the effort until they iron out all the bugs.
Did you restart the simulation after the changes? It won't automatically resimulate.
Anyone having an issue where, upon simulating, a character will move into the expected pose as usual while the dress "lags behind," so to speak? Everything looks fine for a frame or two, and then suddenly the dress pops back into the original position (or close to it) and never manages to catch up again. The engine appears to give up colliding the character with the clothes at this point.
I've seen it happen with two different dresses now, and I can't quite figure out why. I have this scene that worked properly yesterday, but today it shows this problem after having made a few changes. Trying to reverse the changes seems to make no difference to the results.
Yes. Once that started happening it seemed to happen every time. I ended up uninstalling the beta and have not bothered to re-install. Not worth the effort until they iron out all the bugs.
Did you restart the simulation after the changes? It won't automatically resimulate.
I was careful to restart DAZ Studio after every simulation otherwise it was prone to crashing.
'huh, I can't get this outfit to stop clipping through the figure to even start with draping! Large breasts/muscles/everything is just too big!'
Well, do an animated by timeline, and be sure the figure starts with much of those features set to zero (or low enough not to clip). Double check that the final frame still has the values you want.
Another possibility is to have the clothing not fit to the figure and simply shrink the figure a bit at the start, so it 'grows into' the clothes.
Also applying the DForce settings to the clothing seams to always automatically turn smoothing to OFF. Best results I've gotten have been making sure to turn it back on. :)
Comments
Thanks a lot. I have to try different clothes from older figures, but it seems to me, that it is quite easy to simulate them in dForce.
Right? No going back now lol!
When I put "AMD CPU OpenCL driver" as search words, this is what shows up.
Thisa Article also says that the CPU drivers are included with the GPU drivers for AMD: https://streamhpc.com/blog/2015-03-16/how-to-install-opencl-on-windows/
I installed that a while back to check and it hasn't allowed me to use CPU.
Well, according to this list on Wiki, not all AMD processors can run OpenCL: https://en.wikipedia.org/wiki/OpenCL
But I'm no technician, so what Richard Haseltine said might be entirely true.
Only very, very old AMD CPUs wouldn't meet the requirements on that list.
double posted
Mmm... It helps to read the page to the very end... here's from the AMD OpenCL 2.0 driver page:
So, at least the current AMD 2.0 driver doesn't work with CPUs or AMD Multi-GPUs.
Figures... Apologies for not checking things out properly.
Ooh, good catch.
I wasn't having trouble painting the weights on, but I couldn't "fill" the object with "0" weight, causing the entire item to be red before I started painting weight. But as I said, I figured it out. Finally! lol
Thank you from my heart Daz team!
Awesome tool, so well integrated with surfaces room and timeline one.
I'm loving it. thanks again and also to all in this thread that are making my first try a sucess
Awesome work here everyone.
I have looked everywhere, how do you switch from add and subtract with the paint brush when doing weight mapping?
Just use Ctrl key to reverse function on either weight or smoothing, Alt key will remove weight.
I have noticed that Collision Offset is a very important setting if you have self collision turned on. Higher poly meshes will need much lower values to prevent explosions. You can raise it on static objects to prevent poke through. I have tested some of OOT's items and they work pretty good with a value of 0.05 (except for zippers).
This hasn't been mentioned much and I thought it might be helpful to somebody.
no keep'em coming all tips gratefully apprecaited.
G3F; dForce used in vest, harem pants and Casino hair with timeline simulations. Self Collision off. Dynamic Strenghth set to 0 for non dforced textues. Weight paint in hair till no strand falls from it
I need to keep pressed Alt key in order to paint. (Win10)
Aloha adorbs! :-)
I've been using stuff I made for Poser with dforce and they've all been fine.
Laurie
Thanks, Luv Lee.
Does anybody succeded with simulations set to use Self Collision to on?
All my trials, just got simplosions, so far.
Tip that may or may not be obvious:
'huh, I can't get this outfit to stop clipping through the figure to even start with draping! Large breasts/muscles/everything is just too big!'
Well, do an animated by timeline, and be sure the figure starts with much of those features set to zero (or low enough not to clip). Double check that the final frame still has the values you want.
Another possibility is to have the clothing not fit to the figure and simply shrink the figure a bit at the start, so it 'grows into' the clothes.
Hi if you are using static meshes for your simulation
then thinning the figure with an "Emaciation" morph and letting
Him grow into the garment and pose will work quite well.
Simulating conformers will be more challenging as they will follow
any thinning morph you apply at the beginning.
So for extreme body shapes, static meshes would be a better option.
Anyone having an issue where, upon simulating, a character will move into the expected pose as usual while the dress "lags behind," so to speak? Everything looks fine for a frame or two, and then suddenly the dress pops back into the original position (or close to it) and never manages to catch up again. The engine appears to give up colliding the character with the clothes at this point.
I've seen it happen with two different dresses now, and I can't quite figure out why. I have this scene that worked properly yesterday, but today it shows this problem after having made a few changes. Trying to reverse the changes seems to make no difference to the results.
Thank you, that worked :)
Yes. Once that started happening it seemed to happen every time. I ended up uninstalling the beta and have not bothered to re-install. Not worth the effort until they iron out all the bugs.
Did you restart the simulation after the changes? It won't automatically resimulate.
I was careful to restart DAZ Studio after every simulation otherwise it was prone to crashing.
Also applying the DForce settings to the clothing seams to always automatically turn smoothing to OFF. Best results I've gotten have been making sure to turn it back on. :)
Here's a render of the dress I was talking about earlier, in this post.
There are two layers, a short slip and the overdress. I ran Simulate on them both at the same time, single frame, not the Timeline.