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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)



Subject: Using clothify for unepected things?


MistyLaraCarrara ( ) posted Sun, 03 June 2012 at 2:15 PM · edited Mon, 23 December 2024 at 6:20 AM

besides clothes, table cloths, curtains.  flags, pennants

what about like, beaded curtains, shower nozzle spray, rain?

ideas that didn't work out are interesting, too

there were topics a while back about clothifying hair.



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MistyLaraCarrara ( ) posted Sun, 03 June 2012 at 3:30 PM

aww, i had an idea to do the encased in carbonite effect, pushing M4 into a tesselated rectangle.  it's not working out.  maybe if it was tesselated at the nano  level



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estherau ( ) posted Sun, 03 June 2012 at 11:21 PM

sometimes I just clothify a body part like a sleeve.  it's quick and you get a more realistic render, well at least for the sleeve. hehe

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seachnasaigh ( ) posted Mon, 04 June 2012 at 3:03 AM

     Hmmm, my guess for a beaded curtain would be to assign the strings as dynamic and the beads as rigid decorations.

     Shower spray and rain would be dealt with by a particles utility;  if only we had such for P9/PP2012.

     For hair, I would expect that one would need to use a modeler to carefully de-intersect the several planes of which hair models are usually made.  The dynamic-ready hair would then have a zero pose which would look a bit like one had decided to pee on a spark plug.

     For carbonite encasement, I would export the dressed and posed Han Solo doll as an OBJ, and in a modeler select the visible exterior surface polys which protrude past the carbonite fill surface.  Delete all other polys.  Connect the polys of the hand and shirt sleeve, etc to make a topologically unbroken surface.  Duplicate this object.  On the duplicate, select all polys and shell or extrude outward just a bit.  Keep only the newly created outer surface polys.  Select a contiguous loop of edges at/near the level of the carbonite fill surface, and extrude, scaling outward in X and Z.  Keep selecting the outer loop, extruding it, and scaling it larger until you reach the edges of the carbonite block.  Trim as needed, and soft select and set the Y value at the level of the carbonite fill.  You now have an object which will cover the doll and can be clothified to get that slightly drippy/runny shape.  Use a dummy block prop under the carbonite to give the "cloth" something to settle onto.

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lesbentley ( ) posted Mon, 04 June 2012 at 4:43 AM

Quote - The dynamic-ready hair would then have a zero pose which would look a bit like one had decided to pee on a spark plug.

:lol::lol::lol::lol:
You deserve an Oscar for the image invoked by that!


heddheld ( ) posted Mon, 04 June 2012 at 4:57 AM

for the "carbonite"  idea   use a displacment map on a hi res plane(cloth plane)

do pose and render as a depth map(can be done in poser but bryce does it easier ;-)  )

hope that helps


ToxicWolf ( ) posted Mon, 04 June 2012 at 11:15 AM

I accidently clothified V4's hip once. Does that count? The results were (to put it mildly) disturbing.

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EnglishBob ( ) posted Mon, 04 June 2012 at 5:48 PM · edited Mon, 04 June 2012 at 5:58 PM
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Quote - ...there were topics a while back about clothifying hair.

There is this: Dynamic Cloth Hair by Joe Bushido - I haven't had the patience or motivation to make effective use of it yet. The principle is workable, but there's probably a good reason it hasn't taken off. (Edit: the default pose isn't "pee on a spark plug" by the way. Shame.)

On the subject of heroic failures, I tried to create a long-dead body by clothifying Michael's skin against the DAZ skeleton, but it didn't work terribly well. This could have been due to the complex mesh of the skeleton, and maybe with more work I could have succeeded.


MistyLaraCarrara ( ) posted Mon, 04 June 2012 at 6:42 PM

Quote - > Quote - ...there were topics a while back about clothifying hair.

There is this: Dynamic Cloth Hair by Joe Bushido - I haven't had the patience or motivation to make effective use of it yet. The principle is workable, but there's probably a good reason it hasn't taken off. (Edit: the default pose isn't "pee on a spark plug" by the way. Shame.)

On the subject of heroic failures, I tried to create a long-dead body by clothifying Michael's skin against the DAZ skeleton, but it didn't work terribly well. This could have been due to the complex mesh of the skeleton, and maybe with more work I could have succeeded.

 

clothified skin over a skeleton ... that would be a kewl experiment.



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shvrdavid ( ) posted Mon, 04 June 2012 at 8:46 PM

I have experimented with clothifing all sorts of things. You can do the breasts of a character for example, but you can not use it for gravity easily because there is not a spring return value for cloth. You can get around some of that with the other values for the cloth due to the fact that that part of the mesh is not usually flat. You can use it to simulate collisions, such as a tight fitting corset with the breast bulge above it, leaning against something, etc. If you use extremely small gravity numbers you can also get a decent jiggle system as well. Mesh resolution can present a problem if it is not high enough when clothifying a character for use in an animation.

I have copied morphs from one character to the other in the cloth room. It takes a little bit of work to get it all right thou.

If you are handy with a modeler, you can convert a lot of conforming clothes/hair to dynamic. Blender works well for this because you can easily retain the UVs and edit the mesh at the same time.

Rain can be done as well, but you have to put your thinking cap on and do it in as few simulations as possible. If you did each drop it would take forever to run that many simulations. You only have to simulate the collision parts of it, the falling rain part of it can be done with a plane or a rotating one sided cylinder if it is an animation. Rain hitting the ground can be simulated with an animated displacement map in animations as well.

Motion blur is also your best friend when doing animations like that. The individual frames usually do not look very convincing at all, but when they are played it looks far better than the single frames do. Our minds have a way of filling in the blanks in an animation.

Not sure where the pee on a sparkplug thing came from. But I got a good laugh out of it. :)



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shuy ( ) posted Tue, 05 June 2012 at 5:21 AM · edited Tue, 05 June 2012 at 5:22 AM

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Just like shvrdavid - I tried most of your ideas.

Most useful I found dynamic water or mattress surface. (Dynamic Furniture in marketplace)

Water drop looks good if there is no collision. It looks weird if water falls through the body.

Skin over skeleton must be prepared for particular animation and single move. Other way folds apear in wrong areas. I think that it could be solved creating many dynamic groups with different fold resist density etc. I had no patience to continue experiment and now it is useles because WM does the same.

I made dynamic rubber or snot. It worked well but was pretty useles. Nasty animation.

Body morphs is good idea, but they are limited to single body part. Anyway some morphs like breast gravity are easy to create and look good.

Dynamic cloth-hair are great, but hair must be made as soft decorated group.

Here you can see draft. Unvisible dynamic group is a cap pinned to the top of head with single line of verticles, selected as choreographed. Over dynamic group are strands which are soft decorated, except few choreographed verticles on the top. I found few problems. This kind of hair cannot be used in all position, for example upside-down. Anyway the most problem was that I cannot create good transmap and texture ;)


shvrdavid ( ) posted Tue, 05 June 2012 at 5:52 AM

You can do full body morphs as well, if the mesh is a single mesh. Many of the characters are single meshes anyway, they are just seperated into groups once loaded into Poser. If they are not single meshes, they can be converted to a single mesh in Blender and retain the same UVs. I would imagine that you can do the same thing to a mesh in any advanced 3D editing program as well. If you are brave you can do it with a text editor and just comment out the group define lines in the obj with a #. Most programs, including Poser, will ignore the entire grouping section if the define line is commented out in the obj.

Skin over skeleton setups could work in Poser, but would require very careful (complex) grouping of the cloth groups to get it all to work It might not work without making the character into a high resolution mesh. (this can be done in Blender as well) There are other programs that can do skin over skeleton dynamically fairly easily, but they have very different ways of dealing with the joint zones and have a type of distance from bone mapping as well. They also have metaballs, which add tons of possibilites to what you can do.



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RedPhantom ( ) posted Tue, 05 June 2012 at 6:13 AM
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You guys are bettwr at thinking outside the box than I am. The only non-cloth I can remember making is ivy over a step piramid. It's just a hi-red square draped like table cloth and textured to look like ivy. Here's a picture of it.


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monkeycloud ( ) posted Tue, 05 June 2012 at 6:56 AM

Quote - You guys are bettwr at thinking outside the box than I am. The only non-cloth I can remember making is ivy over a step piramid. It's just a hi-red square draped like table cloth and textured to look like ivy. Here's a picture of it.

That is a great idea though... ;-)


estherau ( ) posted Tue, 05 June 2012 at 7:24 AM

RedPHantom - that is brilliant. even I could probably do that.

Wow.  thanks for a great tip.

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Redfern ( ) posted Tue, 05 June 2012 at 9:12 AM

Shortly after Poser 5 was released, Little Dragon "clothified" an entire body mesh, draping the sagging form over a chair to recreate the discarded "skins" depicted in the Ron Howard sci-fi film "Cocoon".

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MistyLaraCarrara ( ) posted Tue, 05 June 2012 at 11:44 AM

remember the Edgar suit in M.I.B? 

i heard there is a M.I.B 3 coming out.



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bagoas ( ) posted Tue, 05 June 2012 at 3:28 PM · edited Tue, 05 June 2012 at 3:29 PM

Been experimenting with the breasts as clothified body parts also. I found that the big problem was the transition between the soft, simulated part and the choreographed surroundings. This was too abrupt and needed smoothing. It would be great to have something like the material room; getting the parameters in smooth transition from a bitmap.  I tried also adding morphed/transformed spheres inside to prevent collapse of the shape.

As it happens tonight been experimenting with conversion of a necklace, original for V4, to Miki2. The string was intact, and the pennant was modelled as a hard decorated element. This worked fine.

I have been using the cloth room for beds and pillows. One way to simulate internal pressure there is to turn the model upside-down, so gravity makes the pressure, and make the cloth of the bed quite heavy. An alternative method is to use a bed that is open on the bottom and add a wind force. This really makes an internal pressure.

In either case the 'zero' position of the surface is defined by another object (a plane) preventing the mattrss from becoming a sail.

I read about expriment with a skin draped over a skeleton mdel. One thing I woud like to do one day is hang a geometry with a 'heavy' morph over the same figure, but morphed less 'heavy'. This would/could/should hopefully give the effect of skin floating on a layer of fat.

One more: Gaudi used models consisting of small bags of ballast (representing weight) hanging from yarns to make a practical strength model of his buildings. Same could be done using the cloth room: Use a large cloth, hang it at the corners and let it sag. Gives natural organic shapes as primitives for buildings and the like.    

I tried chains made from links as hard decoration items on an (invisible) carrier cloth strip. Was not a big success, but maybe my carrier cloth strip did not have enough polygons in the width of the strip. 


estherau ( ) posted Tue, 05 June 2012 at 7:34 PM

Attached Link: http://www.renderosity.com/mod/bcs/dynamic-furnitures/87858

I like Shuy's dynamic beds.  They are really great!

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shuy ( ) posted Wed, 06 June 2012 at 4:03 PM · edited Wed, 06 June 2012 at 4:13 PM

Quote - I tried chains made from links as hard decoration items on an (invisible) carrier cloth strip. Was not a big success, but maybe my carrier cloth strip did not have enough polygons in the width of the strip. 

Chain works quite good as soft decorated group. Low poly links are deformed only a little.

Dynamic body parts looks smooth, if they are low poly. They can be either supported by windforce.

Short animation shows primitive capsule with windforce inside. Body parts can be animated the same way. Use your imagination to guess which one ;)

Furthermore "pumped capsule" can be used as a marker for animation. If you parent it to head, you can adjust hair morphs according to capsule bends and damping. The same with another morphs. I remember python scripts, which created breast jiggle using dynamic hair calculation. Dynamic prop can be used the same way, but morphs must be adjusted manually.


bagoas ( ) posted Thu, 07 June 2012 at 1:07 AM · edited Thu, 07 June 2012 at 1:09 AM

Quote - Chain works quite good as soft decorated group. Low poly links are deformed only a little.

Ah! I had links of higher poly count and low res carrier. The links started going all sorts of directions.

Quote - Dynamic body parts looks smooth, if they are low poly. They can be either supported by windforce.

Low poly so the edge is distributed over a wider area and not so sharp. Clever thinking!

Quote - Short animation shows primitive capsule with windforce inside. Body parts can be animated the same way. Use your imagination to guess which one ;)

Hmm. in 30 frames  X-Rotate -90 degrees and increase windforce by factor 10?

Quote - Furthermore "pumped capsule" can be used as a marker for animation. If you parent it to head, you can adjust hair morphs according to capsule bends and damping. The same with another morphs. I remember python scripts, which created breast jiggle using dynamic hair calculation. Dynamic prop can be used the same way, but morphs must be adjusted manually.

With hair being a soft decoration of the pumped capsule, I presume?

Anyway, fine examples of thinking outside the box you give us here. Thanks!


shuy ( ) posted Thu, 07 June 2012 at 4:08 PM

I do not remember all setting which I use in sample animation but I think that animation was about 150 frames (very fast calculated - less then 1 minute); capsule zscale 200%; windforce parented to capsule: amplitude 2, range 0.3; cloth setting: fold res 1, density 0.008 air bouncing increased ?10 times (do not remember).

I did not want to place hair on capsule. I wanted to use it as a marker. If you parent it to head of animated figure, you can use morphs (or magnets) on hairs in correct frames. Most hairs have morphs "wind left/right" Due to dynamic prop, you know when hairs should be bended left/right or bounce.

Hair as soft decorated group should be placed on hair shape cap. I tried to make it long time, but I have prolem with UV maps and texturing. Few years ago I made hair shape cap which works well, but looks terrible. LINK. Later I wanted to add to "cap" soft decorated strands. Strands were easy to UV and texturing, but still too difficult for me - looks more natural, but still terrible ;) LINK This case shows dynamic cloth-hair with draft transmap on strands and invisible "cap".


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