If I build a brick wall and simulate it with Fisio at Precision 3, the wall sinks into the floor and falls apart. Precision 1,2, and 4 do not seem to have that problem; the wall stays intact. In my scene I have only the wall and the floor. The scene is attached. What is wrong with Precision 3?
Edit: Opps, I take part of that back. At Precision 1, the wall is also falling apart, but not sinking into the floor. Precision 2 and 4 the wall does not sink or fall apart. So, why do Precision 1 and 3 collapse a stationary wall? Why does Precision 3 let the wall sink into the floor.
Precision 3 uses a different solver than 1 and 2. Moreover, the precision 4 solver is different from the others. For some scene configurations, a method gets unstable and cannot yield a realistic solution (as Precision 3 in this case).
The stationary wall is composed of pieces that are close-packed. As the collision system in its calculations, expands a little the bodies, the low-precision method can cause the blocks to push one another. To the blocks behave more realistically, it's advisable to give a positive cohesion value (maybe 0.5) to its material to prevent this internal pushing.
The official serial has arrived! Now to figure this thing out. Time to RTFM...
Try the examples in the manual. They helped a lot, although I could never get example 4 (earthquake) to work. My brick wall just scooted right off the ground.
Attached is my version of Example 4. It uses the default settings in the Pane.
Increase the Cohesion property (of Fisio Material) to values like 0.2, 0.5, etc. to see the effect.
According to the properties window it's Windows 10 Pro Version 22H2 Build 19045.2251 and it has Windows Feature Experience Pack 120.2212.4180.0
Windows Update says it is up to date
Filament renders OK.
I need to have a look at ways to check the system, I think there are a couple of commands I can use for that. I did a search for the things that were showing as missing and a couple of sites said they are part of the 2015 runtime for Visual C or it might habe been C++, I'll have to look i to that further.
Peter,
Could you check with CFF Explorer the file "dzfilamentapi.dll"? It's inside the subfolder "\Program Files\DAZ 3D\DAZStudio4\"
dzfilamentapi.dll requires the api-ms-win-crt files.
Interesting. That .dll shows the api-ms-win-crt files as missing as well but filament does render. If the code contains refeneces to a library that isn't there but it never calls the functions would that work? When I saw stdio in the list my experience with C made me wonder if the developers were using it as some sort of debug console that doens't get used in the release version. But I'm way out of date with current programming methods so I may be talking rubbish.
If I build a brick wall and simulate it with Fisio at Precision 3, the wall sinks into the floor and falls apart. Precision 1,2, and 4 do not seem to have that problem; the wall stays intact. In my scene I have only the wall and the floor. The scene is attached. What is wrong with Precision 3?
Edit: Opps, I take part of that back. At Precision 1, the wall is also falling apart, but not sinking into the floor. Precision 2 and 4 the wall does not sink or fall apart. So, why do Precision 1 and 3 collapse a stationary wall? Why does Precision 3 let the wall sink into the floor.
By the way, you don't need to use a dense mesh object for the floor, as you are using Box as Collision Shape type. A Cube primitive with 1 division is enough.
If I build a brick wall and simulate it with Fisio at Precision 3, the wall sinks into the floor and falls apart. Precision 1,2, and 4 do not seem to have that problem; the wall stays intact. In my scene I have only the wall and the floor. The scene is attached. What is wrong with Precision 3?
Edit: Opps, I take part of that back. At Precision 1, the wall is also falling apart, but not sinking into the floor. Precision 2 and 4 the wall does not sink or fall apart. So, why do Precision 1 and 3 collapse a stationary wall? Why does Precision 3 let the wall sink into the floor.
Precision 3 uses a different solver than 1 and 2. Moreover, the precision 4 solver is different from the others. For some scene configurations, a method gets unstable and cannot yield a realistic solution (as Precision 3 in this case).
The stationary wall is composed of pieces that are close-packed. As the collision system in its calculations, expands a little the bodies, the low-precision method can cause the blocks to push one another. To the blocks behave more realistically, it's advisable to give a positive cohesion value (maybe 0.5) to its material to prevent this internal pushing.
Thanks for the explanation. That is exactly what looks like is happening (blocks pushing each other). I'll try the cohesion.
Thank you also for the explanation of the fact that a dense mesh is not needed for the floor. I first tried a much less dense mesh, but I changed it, because I thought it might be the cause of falling through the floor. It is good to know that that is not necessary.
There is a lot to learn with Fisio, and as always, you customer support is superb!
The official serial has arrived! Now to figure this thing out. Time to RTFM...
Try the examples in the manual. They helped a lot, although I could never get example 4 (earthquake) to work. My brick wall just scooted right off the ground.
Attached is my version of Example 4. It uses the default settings in the Pane.
Increase the Cohesion property (of Fisio Material) to values like 0.2, 0.5, etc. to see the effect.
Thanks for posting this example scene. It helped a lot. I see the difference between your Example 4 scene and what I created from the user manual instructions. Your scene has the Fisio Force set to apply only to the top floor cube. That detail is not in the user manual instructions.
The official serial has arrived! Now to figure this thing out. Time to RTFM...
Try the examples in the manual. They helped a lot, although I could never get example 4 (earthquake) to work. My brick wall just scooted right off the ground.
Attached is my version of Example 4. It uses the default settings in the Pane.
Increase the Cohesion property (of Fisio Material) to values like 0.2, 0.5, etc. to see the effect.
Thanks for posting this example scene. It helped a lot. I see the difference between your Example 4 scene and what I created from the user manual instructions. Your scene has the Fisio Force set to apply only to the top floor cube. That detail is not in the user manual instructions.
I finally got my serial number, now find time to play...
Still waiting
Ditto!
Me three. I haven't opened a ticket since I saw they were "working on it". I wonder if they're just going through tickets or if someone actually used a computer to generate a list of all purchases made before the serial number generator was fixed.
Me three. I haven't opened a ticket since I saw they were "working on it". I wonder if they're just going through tickets or if someone actually used a computer to generate a list of all purchases made before the serial number generator was fixed.
I'm sorry for this problem.
If you didn't open a ticket, please do it. I'm still pushing DAZ, but your tickets will help a lot.
Me three. I haven't opened a ticket since I saw they were "working on it". I wonder if they're just going through tickets or if someone actually used a computer to generate a list of all purchases made before the serial number generator was fixed.
I'm sorry for this problem.
If you didn't open a ticket, please do it. I'm still pushing DAZ, but your tickets will help a lot.
but many of the digits just flew down through the truck.
Try putting another Fixed cube just under the truck's bed, it should help keep the props inside the shape. A better result can also be reached by using Alberto's Thickner to create a thickened proxy.
It also could help using a different "size" value if the props are small but in this case you have to tune a bit the "materials" too.
If these doesn't work, you can try using a different solver or reduce the "size" of the scene, judging by the pic the props are small toys. If you reduce the size remember to bring a bit down the "mass" of the falling objects or they will behave like they weight a lot.
Me three. I haven't opened a ticket since I saw they were "working on it". I wonder if they're just going through tickets or if someone actually used a computer to generate a list of all purchases made before the serial number generator was fixed.
I'm sorry for this problem.
If you didn't open a ticket, please do it. I'm still pushing DAZ, but your tickets will help a lot.
No blame on you, I suspect I will get mine DAZ soon ... Will open a ticket.
And to be fair I now have my serial number - without raising a ticket. I got to just about the right page to do so, got side-tracked and just remembered, went to double-check to make sure I was nto goign to make a false report ... et voila, a serial number :)
Comments
For those interested, as I did for dForce I started a thread of various experiments I'm doing plus links to other examples I see.
How to Use Fisio: Experiments and Learnings
Precision 3 uses a different solver than 1 and 2. Moreover, the precision 4 solver is different from the others. For some scene configurations, a method gets unstable and cannot yield a realistic solution (as Precision 3 in this case).
The stationary wall is composed of pieces that are close-packed. As the collision system in its calculations, expands a little the bodies, the low-precision method can cause the blocks to push one another. To the blocks behave more realistically, it's advisable to give a positive cohesion value (maybe 0.5) to its material to prevent this internal pushing.
Attached is my version of Example 4. It uses the default settings in the Pane.
Increase the Cohesion property (of Fisio Material) to values like 0.2, 0.5, etc. to see the effect.
Did you try to reinstall Daz Studio?
If this doesn't work, you could, if you wish, reinstall or repair the redistributable https://www.microsoft.com/en-us/download/details.aspx?id=53840
Well, there is a fix: The Fisio Link (type Fix all). You can link the bodies (cap and bottle) with this type of Link.
Or, as RGcincy said, you could export and reimport as obj.
It's impressive!
Thank you!
By the way, you don't need to use a dense mesh object for the floor, as you are using Box as Collision Shape type. A Cube primitive with 1 division is enough.
Thanks for the explanation. That is exactly what looks like is happening (blocks pushing each other). I'll try the cohesion.
Thank you also for the explanation of the fact that a dense mesh is not needed for the floor. I first tried a much less dense mesh, but I changed it, because I thought it might be the cause of falling through the floor. It is good to know that that is not necessary.
There is a lot to learn with Fisio, and as always, you customer support is superb!
Thanks for posting this example scene. It helped a lot. I see the difference between your Example 4 scene and what I created from the user manual instructions. Your scene has the Fisio Force set to apply only to the top floor cube. That detail is not in the user manual instructions.
Still waiting
Inspired by Artini, I created a basket of fruit and veggies.
Looks great, everyone.
Truck filled with props
https://www.daz3d.com/euro-dump-truck
https://www.daz3d.com/ancient-ruins--lost-civilization
I see you've got big foot in there
Thank for the comments, @RGcincy.
Yes, I would like to test filling the trucks.
It does not simulate well with the whole truck, so I have extracted the loading area
and run simulation against it.
You're right. I forgot about it. Sorry!
Ditto!
Me three. I haven't opened a ticket since I saw they were "working on it". I wonder if they're just going through tickets or if someone actually used a computer to generate a list of all purchases made before the serial number generator was fixed.
I'm sorry for this problem.
If you didn't open a ticket, please do it. I'm still pushing DAZ, but your tickets will help a lot.
Ticket opened
I have tried the same truck as previously with props from:
https://www.daz3d.com/alphabet-and-number-props-with-lights-for-iray
but many of the digits just flew down through the truck.
Try putting another Fixed cube just under the truck's bed, it should help keep the props inside the shape. A better result can also be reached by using Alberto's Thickner to create a thickened proxy.
It also could help using a different "size" value if the props are small but in this case you have to tune a bit the "materials" too.
If these doesn't work, you can try using a different solver or reduce the "size" of the scene, judging by the pic the props are small toys. If you reduce the size remember to bring a bit down the "mass" of the falling objects or they will behave like they weight a lot.
Thanks. I have changed Collision Shape Type to Mesh and it worked,
but simulation took over 1 hour.
Try to change the letters' Collision Shape to Box. It should be faster.
Opened ticket erlier today and now have Serial Number
I also received my Serial Number a few hours after opening a ticket yesterday.
No blame on you, I suspect I will get mine DAZ soon ... Will open a ticket.
And to be fair I now have my serial number - without raising a ticket. I got to just about the right page to do so, got side-tracked and just remembered, went to double-check to make sure I was nto goign to make a false report ... et voila, a serial number :)