Forum: Virtual World Dynamics


Subject: A new version for VWD

VirtualWorldDynamics opened this issue on Jun 10, 2020 · 53 posts


CaptainHarlock posted Thu, 06 August 2020 at 9:14 PM

VirtualWorldDynamics posted at 8:19PM Thu, 06 August 2020 - #4396175

Hello CaptainHarlock,

Thanks a lot for your comments.

A fluid simulation is easier to compute than a cloth simulation (less constraints) but it is harder to render. Perhaps a metaballs system would be a good choice. Currently, I have no time to think to this because this will be a hard work to do.

You are right, the "jiggle" system does not work properly when the character is a horizontal position. I want to improve this. I am not sure to understand correctly your idea using the creation of a group. Can you explain more precisely your thinkings?

The memory problem is linked to the library I use for 3D display. This library is "GLScene". It is very powerfull but I never found a 64 bits version. Its development is still alive and I am sure a 64 bits version will exist but I do not know when. For me this issue is not really a priority because a simulation which will exceed 32 bits will take a lot of time. For instance, a simulation made using 100 million springs will very slow and without the ability to work with the dynamic deformation (unusable). For me, if you have this kind of issue, your choices for generating the simulation are not correct.

About the keyframes for the cloth and hair simulations, it is possible to use the bridge written by Philemot and sold here at Renderosity. I discussed several time with him and his bridge works fine. I decided to generate an other way for saving simulations because the time necessary to generate the simulation in Daz Studio is unacceptable. A complex simulation made in 5 minutes in VWD can take one hour to be saved. The reason is not linked to the quality of the bridge but it is linked to DS itself. You can do a test with this program.

The program has a lot of functions. Some of them are not well explained and it is mainly my fault. I work on a cloth generation and a hair generation to create the products I will sale at Renderosity with a integrated simulator. The version I want to generate soon will have some parts of these new creating features.

About help, I am like you, I don't like to read a long documentation. I would like to do some video tutorials but le result is never good because my English is not good. This takes me a lot of time for a poor result even though I am sure it is a good method.

About betatest, I am quite ready to post the 2 products with integrated simulator and I would like to have some feedbacks and some improvement thinkings. Thank you for your help proposal.

Cheers,

   Gérald

Hi Gérald,

You're welcome ;-)

You say a fluid simulator is easier? wow, that's promising then, lol When you say it would be hard to render, you mean the final render with Daz? Well, these days there are very powerful GPUs... I don't think that's a problem, some people will render faster and others slower, the interesting thing is to have the possibility of a good fluid simulator (I mean to be able to make several adjustments to simulate different situations or liquids, the possibility of adding viscosity, that collides against objects and react in several ways depending on the configuration, etc); as I have told you, there is some program to do this, but it is complex, slow and doesn't always give the expected result (and the simulations are very slow, so when the parameters/result isn't the good one, it's necessary to wait again several minutes to complete the simulation again). Metaballs sounds to me like something I've seen with Blender, but I don't know it in depth... if you say it's the best option, I'm sure it is :-)

As for the groups with Daz, I mean that normally the jiggle is simulated before the movement of clothes or hair, and a possible solution when the character is in a horizontal position would be: 1) Select the character in Scene tab, 2) Create a group (Edit > Create Group); the character will be inside that group, 3) Rotate the group so the character stays in a vertical position, 4) Once the jiggle is simulated, you can put the group back in its initial position (the character will be in a horizontal position again, in the same pose it had), and 5) Optionally, you can unparent the character from the group and eliminate the group. I must tell you that I haven't had the chance to try it, but I've always thought that the problem was gravity, so by being vertical and adjusting that gravity parameter I think better results could be achieved.

Regarding the 64bits, it's not a usual problem luckily, and as you say, when it appears I'm probably doing something wrong :-p When that happens I use another selection/configuration of vertices so that it does not consume so much memory and then it works. Anyway, searching the internet, I think the creator of the library added 64bits support from version 1.5 (https://sourceforge.net/projects/glscene/files/GLScene/GLScene%20v1.5/) And he released a new version just this month: https://sourceforge.net/projects/glscene/files/GLScene/GLScene%20v1.9/

And now that we are talking about problems; in some hair the program tells me that it has too many vertices (I think more than 300,000); how should I solve this? If I remember correctly, I tried to put the hair in "base" resolution or lower the SubD, but the problem persisted... Do I have to use Decimator to reduce the quality? Also, there is a stand-based hair that doesn't work well with the program... if you are interested in doing a test I can tell you what it is.

As for Philemot's bridge, how exactly does it work? Would I export the character and assets to work with VWD externally, and then re-import them into Daz with keyframes/morphs? That would be great! I don't have speed problems, although some animations with many frames take longer, but it's not a big problem... if with that program the simulation is faster, much better :-D

Your videos are good, don't worry. I can see that you are not a native English speaker, I'm not either... I'm sure my posts aren't perfect either, but they are understandable, like your videos ;-) The good thing about the videos is that it allows users to see the whole process in detail; which functions you use exactly, and also sees the final result, and that allows us to know if it's what we need. Recently I had to simulate the movement of a necklace; first I tried looking at the manual, the section where you explain how to work with earrings; and also the video you made, but it didn't work for me... then I found an old video you made with poser to simulate the movement of a chain, and with that I could do what I wanted :-D So, thank you very much for those great videos! (Note: It would be nice if you could detail the steps you follow with your latest videos with girls dancing and hair and dresses moving to the music, lol... they are really good!)

If you need feedback on new features/products count on me, I'll be happy to help ;-)

Cheers.