Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
Have a go with the values suggested to me by KobaltKween, msg - I've had tremendous, almost uniform success with them, with pokethrough only on body bits with extreme bends...
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Do you have a mesh (wireframe) preview you could show? Looks quite good, to my view, ice-boy.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
The long lines that kind of look like looking at monitor on tv, that go across the sweater, look a bit odd. The hem on the neck looks really good, but the bottom and sleeve don't looks as good. I think if the neck hem didn't look so good, I wouldn't have noticed and issue with the sleeves or bottom. Over all I think it looks pretty good the folds are nice and not squared off.
Thank you: strong work, ice-boy. I'm no expert: just looking at a lot of mesh these days to see what people are doing.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
i agree that it looks strange. but its funny that this is the exact same pattern like on my sweater. i took photos and projected them on the mesh in blender. then in photoshop i made a bump map.
here is a close-up of the texture. 4k.
i watched a lot of DVD's about dynamic clothing. WETA and ILM and every studio doing CGI are using dynamic clothing. the clothing and human body is very detailed. they say that they dont use the final body(render) as collision. because the mesh is to detailed. and it true. you dont need every vein as a collision for clothes.
so here i made a very low poly M4 collision body. its meant to be used for dynamic clothing. so set collide against . i think more then 70% times you can use this. but there are times when you should use M4 for collision. if your clothing is very dense and has a lot of details. if you want small foldes its maybe good to use M4 since the low body figure is not smooth enough.
-the figure is conforming. so conform to M4. that way you only pose M4
-before you render turn the low body invisible.
http://www.renderosity.com/mod/freestuff/details.php?item_id=64256
@ice-boy - asking for feedback
Looks promising. My note in general is that you are using quads. This will make the thing behave like rubber, leather or something else non-woven. It may cause troubles when resolutions become too low. When using tri's instead, it will behave more like linen, as a long-sleeved T-shirt. The thicker edges of a T-shirt can be created by giving it a low(er) resolution at the sleeve-, neck- and hip ends.
All the best
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Robyn's corset that she made had thickness at the seams that she modelled in. It looked great and she said it worked okay.
Love esther
I aim to update it about once a month. Oh, and it's free!
so what did i do? i modeled 2 simple shapes for the shoulders. they look similar to the pads under the jacket. then i was thinking, ok how will i now parent this to the body. ohhhhh yeah we have conforming clothes. this is perfect.
this is how this looks. those are conforming shoulder pads. the groups are only for the M4 chest. that way they dont bend when you move M4's shoulder.
http://www.renderosity.com/mod/freestuff/index.php?user_id=497653
dynamic pants and dynamic jacket plus conforming shirt.ok so just we understand. you dont render the shoulder pads. you only use the shoulder pads when calculating the dynamic clothing. so in thecloth options youselect the shoulder pads as collision. when its finished you make them invisible. they are under the jacket and give the jacket the right shape.
very nice attempt, really. I examined my own jackets, since emulating the real thing is usually the way to go. I found that the "shape keeping" effect mostly results from
a) the very thick and non-flexible stitching of the sleeves to the jacket-body
b) a filling in the jacket-body from the top-breast (say; the breats pocket) up to slightly over the shoulder.
senior business suits have a thick filler, frivole summer jackets hardly have a filler at all. Your pads serve as those fillers, but they appear a bit (too?) stiff to me, at least in the upright standing position. The black suit on the posed guy looks pretty good, though.
I'm still under the impression (nothing more or less) that the effect also can be obtained by creating zones in the jacket with different cloth properties (high fold resistence etc), and perhaps some modelling adjustments (larger polys make stiffer cloth). Since jackets are woven cloth, I should prefer tri's over quads.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Nice work, IceBoy. My own efforts have been considerably less auspicious: still working with combining dynamic with constrained and decorative. It is slow going.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
Quote - The low-poly M4 proxy figure seems to be a success. Will you be creating a proxy for V4 as well? I'm guessing that the answer is "no".
If you have Wardrobe Wizard support for M4, you might be able to get something usable. I don't, or I'd give it a go. You'd probably have to remove the hands to get the conversion to work since WW doesn't do gloves.
OT: This low-poly proxy approach is also very useful for dynamic hair.
that looks awesome. I would buy that if it was in the MP.
Love esther
I aim to update it about once a month. Oh, and it's free!
for all, and especially for RobynsVeil,
just kicked off writing a serius tutorial on all this Cloth Room stuff. So if you do have particular issues to be discussed, just state them here, I'll do my best.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
tucking shirts into jeans thanks.
Love esther
I aim to update it about once a month. Oh, and it's free!
okay, the Magic Bullet on sim parameters.
It's not a bullet but a process, and it's not magic because some parameters (Offset and Depth) have practical upper and lower limits depending on the scene and animation itself. Which ones, why the process works and more details will be in the tutorial. Anyway:
Collision Offset: start with real world values, and visual requirements on the end result. Offset creates some distance between the body and the cloth, suggesting some thickness. I would suggest: 0.25 for lingerie and fine clothing, 0.5 for sweaters, 1.0 for thick cloth over cars and statues, 2.0 for serious winter overcoats.
Changing the offset does not affect system resources (the offset iself does, but its the same for all values).
Collison Depth: start with about the Offset value.
When the sim goes wild, then check the "object vertex against cloth poly" option first. If not good enough, then check the "object polu against cloth poly" option too. This will increase calculation time. If still not good enough, double the Depth and eventually, double again. This will increase calculation time even more.
If still not good enough, start doubling Steps per frame and go on doing so till the sim runs fine. Actually this IS the magic bullet, but the price is high: each doubling also doubles calculation time. This is why it's better to try the other options first.
This setting refines the sim from 60 steps per second (30 fps * 2 steps per frame) to 1,000,000 steps per second (30 fps * 33333 steps per frame). Which takes over 16,000 as much time. Pray you don't need to go that far.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Quote - ...tucking shirts into jeans...
More generally, anything relating to simulations in which something presses against the outside of the cloth (e.g. belts). The cloth room seems biased towards collisions occurring against the "inside" of the mesh, probably with good reason. I've had only moderate success so far, and that was by continually going round this loop: simulate until it breaks; export mesh; repeat until fed up. :)
Also, your thoughts (if any) on the merits of Delaunay triangulation for cloth meshes. I've heard it's pretty good, and had read an article on Delaunay-ising an existing mesh using Sculptris, I think it was - however that was at the old DAZ forums, I believe, so no link at present. :(
@estherau:
do you mean - how to make (a still result of) a figure wearing a shirt and jeans (over the shirt) and a jacket (over the shirt and jeans) and so on, or
do mean mean - how to animate a figure tucking a shirt into the already present jeans without unbuttoning / unzipping them, like my mom always told me not to do. That will create a body - shirt - fingers - shirt - jeans stack at the waist.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
the former.
Love esther
I aim to update it about once a month. Oh, and it's free!
Whilst I applaud you, aRtBee, on your steadfast and faithful attention to these questions that I addressed at the outset of this thread, I've taken a bit of a wander into non-poser terrain and am exploring Cycles materials for Blender atm. Poser 2012 remains unopened for the past weeks as I strive to nut out this incredible material set still under development. Mind you, what's available now is really quite striking and makes me hope for new toys (materials based on an advanced - non-Reyes - renderer) for Poser's future.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
@EnglishBob
as far as the belt-thing goes:
the collision offset should be less than half the (least) distance between the belt and the body
if the belt is two-sided from a mesh perspective (so it had vertices, edges, polys at the inner as well as the outer side) do try to reduce the collision depth to (preferably half) the thickness of the belt - then the cloth cannot 'see'the outside. A trick can be to split the belt into an inner and an out group, and make the cloth collide to the inner group only.
follow the reipe I just posted. I guess you will need quite a large Steps per frame setting (in a recent test i needed about 3000 to prevent a lowres cloth to fall through a hires box with a thickness of 0,005% = 0,013mm).
to my understanding there is no algorithmic preference between in and out. But... belt, cloth and body might have very different mesh densities. Most cloth items I see passing by have a vertex distance of say 2 to 5 cm (1-2 inch), while Vicky has an average vertex distance of say 0.5cm (1/6th inch) only. Cloth agains body means: medium / lowres mesh against very hires mesh. Belt against dress means: lowres against medium. People tend to forget the effects and differences of that.
as far as Delauny goes: the math theory on advanced cloth sims state that the most regular meshes are the least fit for purpose in this area, so that's promising for Delauny 9and bad news for quads). For further reading into 3D cloth sim, I can recommend http://www.artbeeweb.nl/researchpaper_manasilib.pdf (10Mb).
have fun.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
you might be surprised. Without anomalities the sim calculates pretty fast. It's handling the cloth going wild that takes the time. And... just start at 2, than go on doubling.
And just give that PC something to do you have paid it for. Its not a fax... Sleepy times are over :-)
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
@EnglishBob
As i don't have that much issues with dresses and belts, I started an extreme test case. I'll make a full and illustrated description later, but just for short:
please comment.
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Perhaps I should apologise to your computer. :) And thank you for going to all this trouble, of course!
I have something unrelated running at the moment, but I'll retry my belt versus tabard simulation again, taking the things you've said into account. That project was some time ago, and certainly wasn't run anything like your suggestions. I have an idea for making the belt to use during simulation using Cage's Mr. Skinner script, so it should end its "shrink" a consistent distance from the figure surface; and I can also define it to be higher poly, which sounds like the right thing to do.
I should add that I'm using Poser 7, so I hope there haven't been considerable improvements in the cloth simulation. Come to think of it, the original tabard simulation would have been run in Poser 6.
my PC should not complain, just a few hours on a single thread is nothing compared to a 48 hour render at 100% CPU load.
To avoid flooding on this forum thread I put things in a preliminary Case Study (pdf attached, loose the txt). Things work out well, with some lessons and side nodes. Saves you the wait till the final thing.
all the best
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though
Anyway, here's a quick summary of the points. Some of these are repeated from the advice previously given by aRtBee and others. Apologies if it seems that I'm trying to take credit for that advice.
The render attached was made after a simulation with the belt offset being 0.001. You can see Antonia poking through the cloth a little, presumably as a result of having such a close approach of the belt to the body.
I then increased the belt offset to 0.0025, on the assumption that it ought really to be twice the collision depth. However the cloth then started poking through the belt, for some reason. As I said, inconsistent. I have to put this aside for now, but I'll carry on when I'm able.
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I did ok with the default settings when using cloth for draping figures or as sheets trailing a figure.
As for clothing, I never took note of the values and didn't save any of the sims :-(
Maybe I can squeeze in a quick play with dynamic cloth, taking note of the values.
Yesterday's the past, tomorrow's the future, but today is a gift. That's why it's called the present.