VirtualWorldDynamics opened this issue on Jun 10, 2020 · 53 posts
CaptainHarlock posted Sat, 08 August 2020 at 5:32 PM
VirtualWorldDynamics posted at 4:50PM Sat, 08 August 2020 - #4396357
Hello,
I will try to reply to your questions in the same order.
Thank you for taking the time to reply, I know you must be busy :-D
About Fluid simulation, I don't know when I will be able to make the first tests. I am sorry, but for me it is not a priority especially if another program exists at Renderosity or Daz3D.
Of course, I understand that you are now focused on finishing the improvements to the current program and the new dresses and hair with integrated simulation. When you're done, keep that in mind, I think it's a utility that many are looking for ;-) Although VWD Cloth & Hair is not designed for this, I tried to make a test with a water jet that moved through two animated spheres, using "Nail to collition"... the result is far from what would be a realistic physics of fluids, but the smoothness with which that jet moved and how it impacted the objects was good, it only lacked that it behaved like "particles" and that you could control the effect in the impact (bounce or stick). As far as I know, the best tool for Daz in this field right now is Fluids II, and it's not bad, for some things it's going really well, but its parameters are complicated to use and it's usual to have to do many simulations to get the desired result, and the simulations are quite slow... your program manages to handle thousands of vertices in the dresses and hair in a fluid way, lol
About jiggle in horizontal position, the current function is not suitable because the breasts does not move enough. Doing a simulation in vertical position and reposing the character in horizontal position will generate a movement with a bad gravity behaviour. I don't think the result will be correct. You can do a test with a very soft wire simulation and see if the behaviour is better. I will do this test too.
If the problem is that they don't move enough you could create a group anyway, and move that group more abruptly to accentuate the movement (I'll have to try it :-p) Doing the trick of simulating a horizontal position by moving it to vertical would require using gravity at 0 and customizing the parameters of the morphs used. I will try to do some tests in both ways, but it won't be soon.
About 64 bits version, I didn't look at the library development for a while. If the 64 bits version exists, it could be interesting to some tests. I know I will have some large modifications to do in the program because I wrote some optimizations for 32 bits datas. I will download the latest version of the library.
Oh, don't worry, I just wanted to inform you in case it was helpful... but if you think it's not necessary as the program works right now, no problem :-D
I suppose you had this 300,000 vertices message when you used the assistant on large meshed hair. This message is just an warning, it is not an error message.
Just a warning? Umm, I'll have to check it, I thought that by showing that message I couldn't continue with the simulation (that it's slow I don't care if it works well, haha)
This indicates that the simulation will take time. If there is a way to reduce the number of vertices, the simulation will run faster. I don't remember if you have the "Cut in 2" function in your version. If so, you can keep the hair strands which are interesting for the simulation. If not, the next version will have new functions for cutting the mesh in several parts.
I have the latest version available, and I've seen that option you mentioned, but I haven't used it... I'll check it out, thanks.
I never tried the Philemot bridge since I wrote the new caching method. I suppose it is necessary to replace the current .dll file by the philemot's one.
Oops, so... do I have to choose one system or the other?
In this case, the simulation will be exported using the keyframes/morphs.
That's what I'm looking for in order to make the loops better, but I don't know if the result with the dresses and hair will be good if I remove some keyframes, lol... I'll have to try it :-D
I will ask to Dan to reply to this question, he made a lot of tests to keep the compatibility between the two .dll files.
Thanks!
The video tutorils are the best way to show how works a program. I will do other tutorials and I know Dan want to finalize other ones.
I'm sure many users of the program appreciate it, thank you very much!
Currently, my priority is to work on the test cloth and hair with an integrated simulator. I certainly will send the two files to dan just after this message and I will post the links tomorrow or in the next days.
I look forward to seeing the progress and new features and products :-)
Thank you for your support.
Thanks to you and Dan for your work! BTW, from today you have one more patron ;-)
Cheers,
Gérald
Cheers.