Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)
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PhilC- The image in the first post shows the issue. On the back of the collar you can see the white pokethough on the red collar. I do have cloth self collisions selected, I just forgot the name of it (I said "to interact with itself", i just forgot what its' called). Is this a mesh issue or a setting issue? Knowing it has no thickness and the direction of the normals...
Or am I being stupid and should expect this?
The whole piece has 2992 faces (quads)... and the collar all by itself is 384, but i'm sure a little less than that cause I just selected the material of it, some of that is under the actual part thats intersecting. But, I gave that whole material the different properties, and added to soft body.
If Im wrong and "remove backfacing polygons" does not help, you can try modify mesh in Wings. Import obj, select some edges shown on pictute, press "G" what select all edges pararell edges, and press "C" to connect them. You obtain one more edge line, which can improve draping.
One more tip, which can help without any mesh modifications - add displacement map ( "simple color" - white) to collar material.
Thanks CF, i had gotten that suggestion by someone in a pm, I didn't think to just make it a morph, that way after the calculation is done I can just adjust the morph to get rid of pokethrough....
I will give it a try! I'm gonna do it tomorrow, I didn't want to burn myself out on this one and just moved to another project not to get frustrated!
Drapak12- Sorry, I didn't see your post! A disp map wont look good cause I have poly under the collar portion assigned to that same material. I'm using Maya and zbrush, so making a morph wont be an issue...
inital post- "This is a single sided mesh will all normals facing out towards the viewer."
So the only thing you wont see if I check "remove backfacing polys" is the inside of the shirt, where the figure will be anyway.
I have no idea what kind of settings I need to be using to get the kind of cloth I want. Is there a place where I can find settings for different cloths? To know what I can expect to get?
Example: Picture is before morphs...........
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Settings are all at default values. I imagine the way to go is to group what's in vlue and make it stiffer, but how stiff is stiff? Where can I find some values so I'm not redoing a billion calculations to get what I'm looking for?
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Also, Poser6 have a nice new bug for me today. When I use the cloth room I get a random texture on my figure. Nice huh? Looks normal in my preview window. If anyone has a clue what this is fill me in on how to fix it.
ps:i still cant update my poser 8 to sr3..... so e'fin buggy ever since i installed adobe cs5. It's not like I'm gonna ditch that, right?
It may not be necessary to make the cloth more stiff. You could try to make the ruffle along the cleavage a constrained group. This will make it cling to the "skin" as soon as it touches the figure. If the ruffle has it's own material group you can even add it by choosing "Add material" in the dialog. If you want the ruffle to stand out like it does on the upper image you could make the most upper part of the blouse (white part), directly beneath the ruffle, a constrained group.
I'm not always right, but my mistakes are more interesting!
And I am not strange, I am Limited Edition!
Are you ready for Antonia? Get her textures here:
The Home Of The Living Dolls
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I know what is wrong! :)
You use one sided mesh, but it behaves like 2 sided. It happens because normals have oposite directions - collar normals are inside mesh and the rest outside.
You can fix it provisionaly in Poser. Create new group and manually select collar polygons. (I know that it is difficult with Poser grouping tool - setting display document as "hidden wireframe" makes it easier). Now "reverse group normals" and recalculate dynamics.
I have no ide what cause cross talking, but I know what you should do with overflowing breasts :)
http://renderosity.com/mod/forumpro/media/folder_10/file_465180.png
Unfortunatelly such situations are very rare ;) because clothes deform breasts as much as breasts deform clothes. This is very difficult to correct using material properties. Border of constrained and dynamic group looks veird - apears strange folds. Better effect you can obtain modyfing mesh. Add group with new material between collars (see pict). Set material dif=0 spec=0 trans=1. In cloth room create new dynamic group and set low stretch resistance. Most people forget that they can create more then one dynamic group.
I was thinking the same thing for the "slippage"....... but let me ask... When I want it to act that way what would I do? I'd like to have both, cause I would be selling it here and some "other" place that starts with "rendero"
Ok, the ruffle top solution IS to put the collar border into the constrained group. I got exatly the result I was looking for by doing that. Unfortunalty I can't show you a render cause both posers (6 and 8) are giving me major issues. 6 is telling me there is not enough memory to load images (this only started when using the cloth room, but now does it for evry render) and 8 crashes when I go to the cloth room and try to add something to the constrained group. Mind you, 8 is the 1st build, cause other unknown issues are really causing havok when I update to sr1,2,or3...............
So now I am spending more time to uninstall all windows updates in the 3-4 month time span that the 1st issues arised, make room on my hard drive (I have only about 10% free right now, which can cause issues) and the re-install everything.
Once I get that done I'll finallly get to move on and try the solutions for the post that started the tread, which is to make a morph for the nurses outfit. I'm sure I'll try the constrained solution first, cause it works a little different than I imagined it would on the ruffled top.
Wish me luck!
I also got POSER 8 up and running nicely again with sr3!! Yay! A six month battle won with the right keywords and 5 minutes on google...... Damn you sm support, damn you to hell!
Dynamics are great for clothing! Now when I make a character I don't have to include the 20 different breast morphs for each piece of clothing I do...
The one problem with constraining around the breasts like that though is the effect of the fabric being "sucked in" between them. One of the best combos of dynamic cloth and breasts is that you can get a really realistic spandex effect.
I'd actually recommend trying the other suggested solution and make an invisible dynamic group where the cleavage is to keep it in place -and- retain a pleasing drape.
On the first picture weird drapes are visible next to the armpit, on the top of breast, and on the second clevage between breast looks like pinned to the chest.
It is not a problem when you use toon character, but realistic figure should wear realistic clothes ;)
BTW what figure do you use?
In my computer problems with memory were caused by DIVX codecs. Check them, if reinstalling would not help.
I totally hear you both. I will try another solution. D- I did just install codex's to watch some tutorial vid... Thanks for the info, I'll uninstall! The figure is "manga doll" which is currently waiting to be tested in rendo's queue. It's taking awhile, so there must be something wrong... Maybe to much bewbage...
Yeah, she's already up on other sites, which will remain nameless not to promote anything (that's why I didnt say the name initially, I was going to wait until she's available here...)
I made a morph of the collar sticking up and out a bit, set it to 1.00 on frame 1. On frame 30 it's set to 0.00........ I let it drape for 9 frames before the sim, or not, it looks the same to me.... But at least I get the better stretch effect and no poke through!
Yay!
To the dress? I made the morph that I describe in the post above your comment.
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Content Advisory! This message contains nudity
I am using the cloth room for the first time in 10+ years of owning poser (did 4 even have cloth?).
I am wondering if the issues I am having are due to the mesh, or the settings of the cloth. In the image you see my piece of clothing. This is a single sided mesh will all normals facing out towards the viewer. Now, the collar of the pieces' normals are not pointing down towards the normals of the cloth directly underneath it. Is this an issue?
What would solve said problem? Do I add a thinkness to the collar so i have normals facing the cloth underneath, does it matter? Or, is the issue in the seeting of the cloth itself? I have tried seeting the collar section to a softbody, I have tried different settings to stiffen it up.... When one part of the mesh gets fixed another part dips underneath to poke through again.
I have cloth settings to interact with itself. ANy and all help would be appreciated. I looked around at all the tutorials I could stand and none of them REALLy talk about practical mesh creation. All of them talk about "how to" in the room, but not "how to" BEFORE you get to the room.......
ps: in the image I have the settings of the cloth far away from the body, I have lowered than number in other renders to make it look better, but it doesn't effect the mesh poking throught itself, obviously
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