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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 1:45 am)



Subject: what do you expect of a dynamic clothing ?


adh3d ( ) posted Tue, 17 December 2013 at 8:03 AM · edited Fri, 29 November 2024 at 4:34 AM

Hi, I am thinking in make some dynamic clothing, and I like to know what do you like to find in a Poser dynamic clothing.

I like to know if you like dynamic clothing over the conforming clothing. I know that, for example, skirts, tunics ... the dynamic clothing is a good choice, but what about pants, shirts,...



adh3d website


ArtByMel ( ) posted Tue, 17 December 2013 at 8:53 AM

Personally, I find myself using dynamic clothing more and more. I've purchased more dynamic items in the last year than non-dynamic, including some modern shirts and pants. But most of my art is fantasy based too, so naturally I'd spend more on those sort of items.

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basicwiz ( ) posted Tue, 17 December 2013 at 8:56 AM · edited Tue, 17 December 2013 at 8:58 AM

I quite prefer dynamic clothing over conforming because of the added details of the cloth "draping" on the figure.

That said, a lot of dynamic clothing out there is extremely poorly made. That is to say, it's not grouped correctly... doesn't respond as expected in the simulation... takes too long to run in the simulation, etc. I'm not a design person, so I can't tell you WHY these things occur... I just know they piss me off when they do.

I am told that the slow simulations are most likely due to mesh densities in the items. I suspect this may be the case because I see the worst examples of it in things that I have converted from conforming to dynamic. I hope someone like LaurieA who is a good modeller and who has made very successful dynamic clothes will respond to this thread and clear this up.

As to what I want in dynamic clothing...

The same variety I see in conforming clothing! Literally everything!

Please, please, please make some more dynamic bras. Large breasted girls NEVER look right in conforming bras.

Non-slutwear dresses. Something the girls would actually be seen in public wearing.

Shirts other than tees for the males. A golf shirt would be nice. And yes, there's no man on earth who owns enough suits. Please don't forget the ties.

And while you are at it, don't forget the textures. I'll pay extra for more textures. A wide variety of textures for a piece is much more desirable to me than a dozen different pieces with no extra textures. Again, I will buy the texture sets separately if you want to make more money.

$.02


cedarwolf ( ) posted Tue, 17 December 2013 at 9:26 AM

If I can get consistent performance out of a piece of dynamic clothing it tends to make me happy.  I would love to see some of the existing pieces converted to dynamic, but as I currently work with DAZ Studio, and I don't have the extra $50US to purchase their dynamic controls, it becomes a moot point.  Better modern clothing, items that actually reflect what people would wear on a regular basis, would be outstanding.


anupaum ( ) posted Tue, 17 December 2013 at 9:30 AM

I'd like to see dynamic clothing with seams, pockets, buttons and cuffs. These details are missing on nearly every piece of dynamic clothing in my runtime. It's fine for a singlet or a nightgown, but everyday clothes without these features simply don't look right.

Aside from these things, the features and clothing types mentioned above would be really nice.


vintorix ( ) posted Tue, 17 December 2013 at 10:51 AM

Dynamic cloth should,

  1. Simulate fast
  2. Include a conforming version for easy posing (no need for support morphs)
  3. Include seams, pockets, buttons, cuffs  as stated above as well as other details.
  4. As the dynamic version is supposed to be better the texture has to be better.

This is called quality. The way to get details on dynamic cloth is to make the details as morphs. Dial down before the simulation then after the simulation you can reload the morphs (with the detalis) from the hard disk and enjoy sweeping and testing the cloth along the timeline with various settings.

Conforming cloth should if possible be tested to work with Ralf Sesseler's (aka Dimension 3D) free script "Figure to Prop".

 


Hana-Hanabi ( ) posted Tue, 17 December 2013 at 12:48 PM

Dynamic clothing should be uvmapped in a manner that I can use any texture like a bolt of cloth and have it work (honestly, conforming clothing should be too, but it rarely is). That means the peices should look like they were cut out of a pattern in the real world, not shrink-wrapped over a figure. Bodices have seams or darts. In the real world, if you use a patterned fabric, the pattern is going to be broken up in places (unless you're very good and spend a lot of extra time and use a good amout of extra fabric to do pattern matching, and even then you can't get EVERYTHING to match up) because of those seams and darts. It's extra work when creating the base piece of clothing, but it means that I, as the end user, can slap any tiling cloth texture on it, and it will look realistic. 

dynamic dress

Can you see the darts in the bodice? The pattern is kind of busy, so it hides them. I may have to do a version with horizontal stripes so you can see what I mean. 

花 | 美 | 花美 | 花火 
...It's a pun. 


Hana-Hanabi ( ) posted Tue, 17 December 2013 at 1:22 PM · edited Tue, 17 December 2013 at 1:25 PM

Here, I dropped a horizontal version of one of BB's Christmas stripes on the dress, so you can better see the dart placement: 

stripes

Another thing is different material zones. This dress has zones called Sleeves, Bodice, Collar, Waistband, and Skirt. Having multiple mat zones allows one to use different fabrics for different portions of the dress, such as having a contrasting collar and waistband. 

(The skirt is morphed shorter here than the original model, so the UVs aren't exactly the same ratio. Having the saame ratio of UVs on different mat zones is important for prints, as well, although with very busy prints it's easir to fudge.)

花 | 美 | 花美 | 花火 
...It's a pun. 


adh3d ( ) posted Tue, 17 December 2013 at 2:00 PM

Yes, I think I notice what you say.

 

Very usefull all the comments. thanks



adh3d website


RobynsVeil ( ) posted Sat, 11 January 2014 at 3:05 AM

Dynamic cloth has taken - albeit only briefly - a back seat to the new Conforming-Clothing-Fitting features of Poser Pro 2014 which, in all fairness, should be given a fair go before rendering judgement.

Saying that, I still find that dynamic cloth is generally going to give you - overall - a more consistently believable result particularly if the pose varies much from the t-pose. But a lot depends on cloth design, definitely.

Hope to see more exploration in that area of Poser, which seems to have been relegated to the "too-hard basket" section for most users.

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
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rokket ( ) posted Sun, 12 January 2014 at 5:20 PM

Edge loops.

Part of what basicwiz was trying to point out about dynamic clothing is that when it's poorly made it usually doesn't have edge loops like the models you are trying to drape them over, so you get unrealistic draping, folding and movement. This is intensified if you are trying to run a sim on a unitard that is coming in at over 40,000 polys.

Seams and the like can be modeled in. UV mapping is, I think, a no-brainer. But most of the dynamic clothing I have been dealing with (and creating, I am to blame too) the topology doesn't have good edge loops.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


grichter ( ) posted Mon, 13 January 2014 at 10:33 AM · edited Mon, 13 January 2014 at 10:34 AM

Comment...to bad we don't have a de-sub-divide option (where you paint the areas you want to de-subdivide) to reduce the poly count when faced with high poly dynamic cloth.

Part of the issue that slows dynamic cloth to a crawl is if there are insecting polys. Some converted from confroming to dynamic just stall out if there re too many insecting polys. Granted you can use the grouping tool to regroup the item and remove the insecting polys and save off as a new prop. Too me it was the person creating the conforming cloth appeared to get lazy by stuffing a strip of decortation into or through the main part of the cloth.

Otherwsie what do I expect has been stated above by others

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


caisson ( ) posted Mon, 13 January 2014 at 1:12 PM

Dynamic and conforming clothing are very different, and each have their pros and cons. I don’t have a lot of modelling experience yet, but a few things come to mind …

IMO, the most important thing to remember with dynamic cloth is that the polys it is made out of don’t bend - they remain perfectly flat, and the bending/folding occurs at the edges. If you model in the same way as you would for a conforming piece - e.g. specific edge loops, fairly regular quads etc - then run it as a sim in the cloth room, the results should be unsatisfactory. As soon as the cloth folds in a direction that runs against the edge flow you’ll get sawtooth or stair-stepping result. Increasing the mesh density will make this less apparent but it will still be there. Also, while this is not something I’ve ever tested, an edge loop running through a mesh that is simulated could have produce unexpected results - cloth doesn’t bend in straight lines.

The best results from a dynamic item will come from a mesh made from semi-random triangles (I learnt this from a post by blackhearted on here at least a year ago - see http://en.wikipedia.org/wiki/Delaunay_triangulation) for exactly this reason - as there is no regularity to the mesh it minimises artefacts. This is ideal for dynamic cloth as the whole point is that it can deform in any direction. The problems arise when you go to try and create UV’s and groups on a mesh like that. Apart from the borders of the mesh there won’t be any edge loops at all. No straight lines. Makes things much more tricky.

Also, dynamic items should be a single layer of polys - having an inner and outer layer of polys in close proximity will cause real problems for the sim - if it will run at all. So building details like pockets, seams, thickness etc becomes difficult. According to the manual, it is possible to add details with additional unwelded meshes which can be set to decorated groups (rigid or soft) which will follow the underlying cloth drape, but I’ve only done a very brief test on this (though it did work). Using additional unwelded meshes is something I’ve seen in some conforming clothing as it is far easier to add some details that way than to try to make the entire mesh welded - depending on the intended result, this can sometimes be the best way to approach it. 

Finally, on density - the more polys in a dynamic item, the more detailed and believable the drape, plus it minimises any artefacts, with the downside being the longer the sim will take to calculate.

So I would say that a conforming cloth item is unlikely to make a good dynamic cloth item and vice versa; they have different uses, and this should be reflected in the way they are made.

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