Forum: Poser - OFFICIAL


Subject: Poser's cloth room: a beauty

argus1000 opened this issue on Dec 27, 2009 · 14 posts


argus1000 posted Sun, 27 December 2009 at 12:14 PM

I've been experimenting with Poser's cloth room for a while (you have to be persistent) and I'm starting to understand the meaning of all the settings there, and  I'm also beginning to obtain incredible results. My probem is: it takes some time. For exmple, for a 720 frames shot, I have to wait like 4 hours! My question is: would a render farm help? I know render farms are for rendering, but can they be used for something like dynamic cloth?


bopperthijs posted Sun, 27 December 2009 at 12:43 PM

Not in poser. Perhaps other ( and more expensive) 3D-programs have that option. The poser clothroom is not so fast as other programs like 3D-studio.
You could try to decrease you clothmesh density to improve the simulation time or change the simulation settings. I use poser 8 and poserpro with a core2 quad processor, and most of the time I have simulation times of about 5-8 seconds a frame.
When I have a simulation time of more than 30 seconds, I first try to change the simulation settings, especially the coliding objects should be set to a minimum: if you have a dynamic skirt, most of the time you only need the hips, the thighs and shins to colide. (or even less 😄)
Don't forget to uncheck hair objects, which can be easily forgotten, or other objects in the scene you don't need.
If nothing else helps: decrease your meshdensity.
And I agree: dynamic cloths are wondefull.

best regards,

Bopper.

-How can you improve things when you don't make mistakes?


dlfurman posted Sun, 27 December 2009 at 3:53 PM

Perhaps you can share your insights to the cloth rom via some tutorials. :biggrin:

"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld

Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)


pjz99 posted Sun, 27 December 2009 at 4:15 PM

Any place that the cloth will be "squeezed" between two colliding parts (like say the thighs, or the upper arm against the chest) will cause calculation time to go way, way up, and usually trash the mesh.  Try really hard to avoid these.  For example I've seen people try to have a G-string be dynamic, that's a real waste of time.

My Freebies


Acadia posted Sun, 27 December 2009 at 4:22 PM

Quote - Perhaps you can share your insights to the cloth rom via some tutorials. :biggrin:

Here you go :)

Cloth Room Tutorials and Bookmarks

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



dlfurman posted Sun, 27 December 2009 at 4:30 PM

Thanks Acadia. I know about the sticky.

I meant the OP as he/she has seen something in working the cloth room. What was the "A-ha!" moment?

"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld

Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD space
Poser 12: Inches (Poser(PC) user since 1 and the floppies/manual to prove it!)


vilters posted Sun, 27 December 2009 at 6:07 PM

The tric for the cloth room is to stay low poly, and avoid "useless" collitions.

What you can do is:

Make your clothing LOW RES, do the sim.

Export the "clothed obj", and only then subdivide when needed. For "stills".

Final adjustments can be made with the morph brush. (If needed.) 

For movies? ? ? Stay Low Poly.
It is the only real "speed improver."

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


R_Hatch posted Mon, 28 December 2009 at 12:45 AM

Also, parent cylinders and spheres to the body parts the cloth collides with, and set the cloth to collide with the cylinders and spheres instead of the actual body parts. You may need to use a magnet or two on the magnets and spheres, but it will save a lot of time in the long run.


argus1000 posted Mon, 28 December 2009 at 3:59 AM

Quote - For movies? ? ? Stay Low Poly.It is the only real "speed improver."

It makes sense using low-poly cloth is going to improve the speed, but isn't it also going to defeat the very purpose of the cloth room? To make natural folds in the cloth, you need a fairly high-poly mesh; otherwise, the cloth will just remain rigid.


pjz99 posted Mon, 28 December 2009 at 4:05 AM

Actually not as much as you might think - Poser has polygon smoothing, and D|S has subdivision, so the final render will appear a lot more natural than the low poly base.  For D|S this might cause problems with trying to animate the whole simulation (don't know), but for Poser not at all.

My Freebies


vilters posted Mon, 28 December 2009 at 8:28 AM

As in my tutorial, I model very LOW Poly. Then let poser do the initial pushing into model and shape. Then detail the exported obj, perhaps subdevide one. Then go back to Poser, to let poser do a second pushing in the cloth room. Then we are very close. Look at what can be improved, the cloth should fit pretty well by now. And then let Poser do the final pushing. Always remember; some clothing will mostly be "skin tight clothing". Do that with a displacement map. (never breaks) Skirts have to "flow", and wrinkles need poly's. (but even these can be done with displacement if needed.

i often balance, between poly count and displacement map.
Mostly, the poly count stays low.

it gives a lot more opportinuties to improve on a lower poly mesh clothing, at a far less time.
Once the clothing fits the figure, it wil only see the occlusions of the moves. Arms and legs mostly.
So:
Keep skintight clothing in displacement maps.
Keep poly count low on area's that do not wrinkle.
Put details in the maps, diffuse, bump, and-or displacement.
or/ / /- - - - -
Do not use any clothing model at all!
See included picture made with the P4Lo Res figure.
ALL is modeled in the origional model.
And  some is in the displacement. 
From left to right
Only the model, only model and displacement, and the finished one.
 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Mon, 28 December 2009 at 8:34 AM

And another one

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


argus1000 posted Mon, 28 December 2009 at 1:50 PM

Very interesting information about displacement mapping, Vilters. I'm not a modeler. But can you show us low-poly dynamic cloth with some folds and wrinkles that were processed with Poser's cloth room? I'd lke to see how low-poly wrinkles come out with your method.


guslaw posted Tue, 29 December 2009 at 10:36 PM

I've also been messing with Poser 8's cloth room a bit but I had a serious crash (had to re-format and re-install Windows, and all other software including Poser) so I lost a whole bunch of examples I had. The best I can do is point you guys to a thread at DAZ Commons...

http://forum.daz3d.com/viewtopic.php?t=127527&highlight=

or this: 

http://forum.daz3d.com/viewtopic.php?t=128019&highlight=

BTW - That green dress is also Pappi's Rags for M4