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190 comments found!
Here you can see just how nicely the shirt was 'sandwiched' between the figure and the trousers.
The top edge of the pants makes a nice impression in the shirt, but I would have liked the effect to be more pronounced.
(I didn't include the panties in the simulation, that's why they protrude a bit through the shirt)
So here's yet another request for Gérald:
Could you please provide a way to choose an individual collision object we do NOT want selected cloth vertices to interact with?
As it is now we can select a collection of cloth vertices to not collide with ALL the collision objects in the simulation, but here, as an example, I wanted the sleeves to collide normally with the figure, but not with the trousers (because they got sucked into the gap between the trousers and the figure). This selection was not possible, as far as I could figure out.
I hope I was able to make myself sufficiently clear : )
Erik
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Same here. Long before Iray became available I was using the open-source unbiased Luxrender through Paolo's Reality plugin, because what came out of biased renderers like 3Delight was definitely NOT what I wanted. Downside was render times had to be expressed in days, rather than hours (CPU only).
So the VERY reasonable introduction pricing of the v0.9 (beta) Octane Standalone + DAZ Studio plugin bundle was irresistible for me, and I haven't used any other renderer since.
Never touched Iray, but I might, when (and if) its features expand enough to come close to what I have now with Octane Standalone and Octane for DAZ Studio.
Erik
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
@Smaker1: Octane for DAZ Studio is not really a bridge, it's more a plugged-in render application with an embedded version of Octane in it.
But you can export a complete render file of a scene to be rendered in Octane Standalone if you want to, and for certain Octane features (volumetrics, object motion blur) you'd even have to.
Grouped instances in DAZ Studio used to be problematic for Octane for DAZ Studio, but that issue has been solved (as can be seen in my DA collection). However, it still is finicky about the origin of parented stuff. So using DAZ Studio's bone editor to move those origins to 0,0,0 is a necessary step, even with scenes made by the likes of Stonemason.
By the way, all my DA images with VWD experiments that show more than one figure are done with instanced doubles and triples. Just like the seated woman and chair I posted here.
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
In combination with VWD that climbing rope by 3-D-C doesn't have to be only a rope, there's so much more you can do with it!
Here's an example, made by scaling and pre-posing it in DAZ Studio, then draping it in VWD: After draping it I used ZBrush for some corrections and 3DCoat for better UV's, but VWD was an essential step in the process of creating it.
@Smaker: what can I say about Octane for DAZ Studio, you've seen my results : )
Converting materials by hand for Octane can be very time-consuming, but is usually well worth the effort.
Erik
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Thank you for considering my suggestions Gérald, I really appreciate that you have an open mind for things like that. I've only just begun to explore the possibilities of VWD, I feel I need to get a solid grip on the basics before venturing into more hairy stuff ; ) But I will eventually, no question about it. Of course I should have made notes of my settings for the sitting figure, but I didn't, sorry about that. But I'll try yours to see if they can improve the result. Thanks also for having a look at my images at Deviant Art. If you like them enough, feel free to use them as reference for your wonderful program!
Erik
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Hi Gérald,
I used the low-rez version of the Climbing Rope by 3-D-C, but I'll try again with the hi-rez version to see if the higher density helps prevent the shape from collapsing. Of course any cilinder primitive would be suitable, but this one can be pre-bent, and for tests everyone can use identical geometry to make results comparable. If successful I'll then try if I can get a tree model to bend in the wind in VWD, would be great to see it work!
The method you describe for deforming a human figure is the one I used for the picture of the seated woman I posted. Unfortunately not much of the effect is visible, because the contact areas of the legs and buttocks flipped from convex to concave, in other words, became dents instead of flat areas, without pushing the sides of the legs outward to make them wider. Perhaps adding internal pressure can help to improve the result.
For this, and many other effects you need a very gradual increase of the displacement to prevent a sudden step in the geometry. But as it is now there is no way to check the desired distribution of the displacement before pressing the simulate button. Would it be possible to add coloured 'heatmaps' for selected vertex areas to help visualize the area of influence corresponding to chosen settings? Similar to the one you created for the resulting vertex stress levels after a simulation?
I think in general such a visualisation of parameters could help dramatically shorten the 'trial and error' process we have to go trough each time.
Erik
ps: If you'd like to see some of the results of my VWD learning-efforts you can find them here erik-nl at deviant art
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Hi ebergerly, I tried quite a few combinations, a Neighbourhood Distance of 2 (I think) gave results that came closer to what I'd like to see. But still the tube folds or kinks in places, and resistance to self-collision is more or less 'symbolical'. I see the same when draping clothes when cloth turns inside-out, I've spent a LOT of time repairing stuff in ZBrush after using VWD. All down to user error I'm sure, but a bit frustrating at times. Here's an image of a knot I tried to make (just for the fun of it)
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Hi Gérald,
As a variation on the question above, I have also this one: Could you create the possibility to make a dynamic object flexible, but not compressible? Like a water-filled balloon can be deformed without changing its volume? Here's an example:
A person's bottom sitting on a hard surface will flatten, but the muscle and fat tissue cannot be compressed, so the 'seating area' of that person will get wider. Likewise a tight garment will 'squeeze' a human body, but that body will then bulge around the edges of that piece of clothing. Would such a deformation be possible to do in VWD? Erik
Thread: Material Rigidity-Flexibility request | Forum: Virtual World Dynamics
Hi Gérald! Here's a screenshot of the type of objects I mean.
I first tried to bend a 'Climbing Rope' by 3-D-C (for sale here on Renderosity), but no matter what VWD settings I tried it kept collapsing into a floppy mess. What I would like to see in VWD is a material setting that allows cross-section rigidity of an object to be (very) high, and high flexibility along the length of the same object. Just like a rope or cable does not substantially change its circular cross-section while bending and coiling. This would for instance allow animating flexing trees and grass with the advanced wind emulation you are developing for VWD. And so many other 'bendy' things : ) I hope I made myself more clear to you, and maybe there already is a way to do this in VWD, I'd sure like to learn how to do it then. Thanks! Erik
Thread: VWD Tutorials | Forum: Virtual World Dynamics
Thank you VERY much for those video tutorials Gérald! And for VWD itself of course : ) I still have a lot to learn, but boy, what an improvement over that aging OptiTex plugin this is.
Erik
Thread: DAZ-Studio Staff Picks 26th January - 9th February. | Forum: DAZ|Studio
Thread: Reality Render thread. A new beginning. | Forum: DAZ|Studio
Beep Beep!
http://www.renderosity.com/mod/gallery/media/folder_248/file_2479310.jpg
Just to keep things going around here : )
Cheers!
Erik
Thread: Reality Render thread. A new beginning. | Forum: DAZ|Studio
Quote - I like the (oil) rig? Where does that come from?
It was made by Mario Amaya (aptly titled 'oil-platform'), and can be found (for free) on GrabCAD. Renderosity doesn't allow direct URL's to stuff, so you'll have to do a search for it. Mario and his brother Luis Amaya have a LOT of great oil-rig stuff on GrabCAD, but it's all 3D AutoCAD dwg's, hardly any ready-to-render STL-meshes. I use Rhino to turn those dwg's into OBJ's, but I can't publish them since those models are not mine.
The boat is by Filippo Citati, also to be found on GrabCAD, but I had to do quite a bit of repairs before I could render it. It doesn't have any textures, so it looks a bit bland and toy-like, but it does what it was meant to do I think.
Cheers!
Erik
Thread: Reality Render thread. A new beginning. | Forum: DAZ|Studio
The bump map not working was my own stupid fault, I forgot to generate a UV map for my water surface : )
For the ripples-bump map I used the same grey-scale map as the one I used to make the waves (in Rhino), but I first made it nine times smaller and then tiled + rotated it.
http://www.renderosity.com/mod/gallery/media/folder_248/file_2474269.jpg
It is beginning to look a bit like I wanted it to, but it renders extremely slow and consumes an enormous amount of RAM, so there's a lot of room for improvement!
Cheers!
Erik
Thread: Reality Render thread. A new beginning. | Forum: DAZ|Studio
No 'Wimmin' in this one, just a test image really.
Surprisingly difficult to get sea water to look like, well, sea water.
It is nice and black, but those waves still are far too smooth.
I tried to get a ripple in, like tiny waves IN or ON the larger ones, but so far didn't quite succeed.
http://www.renderosity.com/mod/gallery/media/folder_248/file_2473863.jpg
Reality's procedural water surface didn't work at all in this case, so I modeled a mesh in Rhino using a grey scale map. To this (high res and subdivided) ondulating mesh I added a bump map in Reality with a much finer wave pattern, but in this render that did not give me the look I'm after. (the lighthouse and rock are merely there to help get a sense of the scale).
Any useful suggestions to improve it are welcome of course! : )
Cheers!
Erik
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Thread: Ways to 'tuck in' a shirt? | Forum: Virtual World Dynamics