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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 03 10:43 am)



Subject: Fugazi1968, I need your help!


Starkdog ( ) posted Sat, 05 January 2013 at 5:39 AM · edited Sun, 22 September 2024 at 7:30 AM

file_490167.jpg

I created some leggings for Anastasia, and currently, they are dynamic (will be conforming eventually).  In running several cloth simulations, I still get pokethrough, regardless of collision settings.  Do you have any suggestions?

Thanks, -Starkdog


Anthanasius ( ) posted Sat, 05 January 2013 at 6:02 AM

Plug white color to the displacement map, value 0.04 inches.

Other solutions, a legging is really close to the body, use second skin ;)

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Janl ( ) posted Sat, 05 January 2013 at 11:15 AM

It could be that the mesh is too low res. What happens if you subdivide it one more time?

Maybe showing a pic of the mesh might be helpful.


markschum ( ) posted Sat, 05 January 2013 at 2:11 PM

if you arent already use the extra collision options to try to ensure the leggings and figure detect as many collisions as possible.  A tiny increase in collision depth may also help.


Zev0 ( ) posted Sat, 05 January 2013 at 5:42 PM

Quote - Plug white color to the displacement map, value 0.04 inches.

Other solutions, a legging is really close to the body, use second skin ;)

That displacement trick is exactly the thing I need, specially for semi transparent leggings where the skin messes up the shader.

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Starkdog ( ) posted Sun, 06 January 2013 at 3:13 PM

file_490223.jpg

Ok, here is an update.  The leggings are roughly 3500 polys.  If I subdivide them again, I'm looking at the 13,500-15,000 poly range.  This would make for better dynamics, but that is a huge amount of polys, especially if used for conforming clothes.  The top, too, is currently ~3500 polys.  I'm debating using the lower poly garments for conformers, and higher poly garments for dynamics.  I made these in Hexagon, and the UV maps are really gross.  I do have MODO 202/203, so I'm looking at using that to UV map properly.  This way, I can still use the same UV maps for the lower and higher resolution meshes.  Has anyone done this, and do you have any advice?

Thanks, -Starkdog


Starkdog ( ) posted Sun, 06 January 2013 at 3:14 PM

file_490224.jpg

Here is the backside view.


Fugazi1968 ( ) posted Mon, 07 January 2013 at 1:47 AM

Seems I'm a little late :) sorry about that.  The displacement trick is awesome, an excellent idea and solution.

otherwise it's a combination of mesh density, as previously mentioned and collision offset.  Collision offset defines how far your mesh will get to your cloth.  If the mesh is too low a density then you will need a higher figure, probably somewhere between .5 and 1, with a higher density you can go below .5.

If you are getting poke through at a collision offset at 1 then the mesh is too low.

That said :) the displacement trick is really awesome, I'd go with that :)

John.

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


ericresop ( ) posted Mon, 07 January 2013 at 3:38 AM · edited Mon, 07 January 2013 at 3:39 AM

Smoothing in Poser will increase the size of a figure at render time.

Subdividing will shrink !!!! an object !!!!
=> Result is poking.

If the poking is even, U can use a displacement map to overcome it.

It the poking is uneven or "hard", you will have to increase the size of the clothing object to fit over the figure at render time.

For dynamcs? Increase the collision depth @ offset.


Fugazi1968 ( ) posted Mon, 07 January 2013 at 1:27 PM

oh I forgot to mention the Simulation settings option :)

Above Cloth Self COllision are 2 options that can help in this case, when I get it I try "Object Polygon against Cloth Polygon",  the default is vertex to vertex.

John

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


paganeagle2001 ( ) posted Tue, 08 January 2013 at 7:56 AM

file_490267.jpg

Hmm, interesting. I did these leggings in a few minutes using the Alyson 2 Developers Kit.

I used the Medium bodysuit mesh. Cut the mesh as required, moved a few polys to shape better and did a single subdivision.

Total poly count 3024.

Did a simulation, used basic settiungs, but had colission at 0.5. Switched off head, hands and feet option.

No poke through.

Silo Pro 2.1 used.

Rendered in PP2012.

All the best.

LROG

Who honors those we love for the very life we live?, Who sends monsters to kill us?, and at the same time sings that we will never die., Who teaches us whats real?, and how to laugh at lies?, Who decides why we live and what we'll die to defend?, Who chains us?, and Who holds the key that can set us free... It's You!, You have all the weapons you need., Now Fight!


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