evilded777 opened this issue on Apr 03, 2012 · 8 posts
evilded777 posted Tue, 03 April 2012 at 3:59 PM
Ok, I'm not new to this... I don't user Poser a lot, nor do I use the cloth room for much more than the occaisional experiment (but I have found a new work flow that seems to be working, and producing results for me).
I am wondering, however, what makes a sim slower than others? I have a very simply sim going and its taking forever. Gen 3 figure (luke, slightly morphed), not particularly high res clothing item (Poser world tank top, formerly conforming, switched to a prop for cloth sim) and one of PhilC's old cloth room presets to simulate cotton fabric. I used the same basic setup, minus the cloth room preset, on much higher res props and the sim flew. Now its taking forever to get through a simple 15 frames. And I don't know why.
Ideas? Thoughts, suggestions?
JAFO posted Tue, 03 April 2012 at 4:27 PM
you may find doing an initial drape then exporting to obj then re-importing with weld vertices to be beneficial...
:O)
Y'all have a great day.
RobynsVeil posted Tue, 03 April 2012 at 4:35 PM
You're not new to this, so I'm assuming you've already unticked Luke's hair (which for some reason ticks itself) as a collision object, as well as head and hands and feet. And you've checked to make sure no part of the cloth intersects with the target figure (even 'round the back). The other thing I tend to do is load textures - especially hi-res ones - after the sim to conserve on RAM.
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JAFO posted Tue, 03 April 2012 at 5:13 PM
my reason for the initial drape , as Robyn points out, is to fix intersections...rotate figure and check to make sure theres no poke thru, a second drape and export is sometimes needed...you may want to check that cloth wasnt formed from a cylinder or other primitive and has a top and bottom that extends through body parts(i have found clothing items like this)..unchecking un-needed body parts is also a resourse saver , good catch Robyn...
:O)
Y'all have a great day.
evilded777 posted Tue, 03 April 2012 at 6:37 PM
Quote - you may find doing an initial drape then exporting to obj then re-importing with weld vertices to be beneficial...
:O)
Perhaps, as a last resort. But I think, after further investigation, that the object is much higher poly than I thought. I believe that is the cause.
evilded777 posted Tue, 03 April 2012 at 6:38 PM
Quote - You're not new to this, so I'm assuming you've already unticked Luke's hair (which for some reason ticks itself) as a collision object, as well as head and hands and feet. And you've checked to make sure no part of the cloth intersects with the target figure (even 'round the back). The other thing I tend to do is load textures - especially hi-res ones - after the sim to conserve on RAM.
I did indeed check the collision items. I do not, however, concern myself especially with the clothing item intersecting with the figure. Doesn't seem to be a problem for me these days. But thanks for the suggestions
NanetteTredoux posted Wed, 04 April 2012 at 3:43 PM
In my experience higher poly count per se is not necessarily related to slow simulations in the cloth room. If the arrangement of objects is such that the simulation fails to resolve, it can take a longer time. Intersections for instance as already mentioned, or a cloth surface caught between two collision objects. Is Luke wearing any other garments that could be adding to the complexity? I believe triangle meshes tend to sim faster than quad meshes.
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vilters posted Wed, 04 April 2012 at 5:30 PM
Well, it is a feeling but:
it helps if the clothing has about the same poly density as the figure.
Quads calculate faster, but tris have a better cloth flow.
NO intersection at frame 1 is crucial for a good sim.
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