Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Not in poser. Perhaps other ( and more expensive) 3D-programs have that option. The poser clothroom is not so fast as other programs like 3D-studio.
You could try to decrease you clothmesh density to improve the simulation time or change the simulation settings. I use poser 8 and poserpro with a core2 quad processor, and most of the time I have simulation times of about 5-8 seconds a frame.
When I have a simulation time of more than 30 seconds, I first try to change the simulation settings, especially the coliding objects should be set to a minimum: if you have a dynamic skirt, most of the time you only need the hips, the thighs and shins to colide. (or even less )
Don't forget to uncheck hair objects, which can be easily forgotten, or other objects in the scene you don't need.
If nothing else helps: decrease your meshdensity.
And I agree: dynamic cloths are wondefull.
best regards,
Bopper.
-How can you improve things when you don't make mistakes?
Perhaps you can share your insights to the cloth rom via some tutorials. :biggrin:
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
Any place that the cloth will be "squeezed" between two colliding parts (like say the thighs, or the upper arm against the chest) will cause calculation time to go way, way up, and usually trash the mesh. Try really hard to avoid these. For example I've seen people try to have a G-string be dynamic, that's a real waste of time.
Quote - Perhaps you can share your insights to the cloth rom via some tutorials. :biggrin:
Here you go :)
"It is good to see ourselves as
others see us. Try as we may, we are never
able to know ourselves fully as we
are, especially the evil side of us.
This we can do only if we are not
angry with our critics but will take in good
heart whatever they might have to
say." - Ghandi
Thanks Acadia. I know about the sticky.
I meant the OP as he/she has seen something in working the cloth room. What was the "A-ha!" moment?
"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld
Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD
space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)
The tric for the cloth room is to stay low poly, and avoid "useless" collitions.
What you can do is:
Make your clothing LOW RES, do the sim.
Export the "clothed obj", and only then subdivide when needed. For "stills".
Final adjustments can be made with the morph brush. (If needed.)
For movies? ? ? Stay Low Poly.
It is the only real "speed improver."
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
Quote - For movies? ? ? Stay Low Poly.It is the only real "speed improver."
It makes sense using low-poly cloth is going to improve the speed, but isn't it also going to defeat the very purpose of the cloth room? To make natural folds in the cloth, you need a fairly high-poly mesh; otherwise, the cloth will just remain rigid.
Actually not as much as you might think - Poser has polygon smoothing, and D|S has subdivision, so the final render will appear a lot more natural than the low poly base. For D|S this might cause problems with trying to animate the whole simulation (don't know), but for Poser not at all.
i often balance, between poly count and displacement map.
Mostly, the poly count stays low.
it gives a lot more opportinuties to improve on a lower poly mesh clothing, at a far less time.
Once the clothing fits the figure, it wil only see the occlusions of the moves. Arms and legs mostly.
So:
Keep skintight clothing in displacement maps.
Keep poly count low on area's that do not wrinkle.
Put details in the maps, diffuse, bump, and-or displacement.
or/ / /- - - - -
Do not use any clothing model at all!
See included picture made with the P4Lo Res figure.
ALL is modeled in the origional model.
And some is in the displacement.
From left to right
Only the model, only model and displacement, and the finished one.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
I've also been messing with Poser 8's cloth room a bit but I had a serious crash (had to re-format and re-install Windows, and all other software including Poser) so I lost a whole bunch of examples I had. The best I can do is point you guys to a thread at DAZ Commons...
http://forum.daz3d.com/viewtopic.php?t=127527&highlight=
or this:
http://forum.daz3d.com/viewtopic.php?t=128019&highlight=
BTW - That green dress is also Pappi's Rags for M4
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I've been experimenting with Poser's cloth room for a while (you have to be persistent) and I'm starting to understand the meaning of all the settings there, and I'm also beginning to obtain incredible results. My probem is: it takes some time. For exmple, for a 720 frames shot, I have to wait like 4 hours! My question is: would a render farm help? I know render farms are for rendering, but can they be used for something like dynamic cloth?