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digitbrush

Member
Apr 5, 2019
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Yes, tried everything. Removed geoshells, hair, other clothes, even all morphs, it made it even worse.
Also loaded the default G8F model into the same scene, didn't happen with that one side by side.

It is definitely this surface property causing dforce to ignore the whole object. It shouldn't default to Off.



BTW this isn't the only issue i was having recently.
For some reason, when loading up DAZ and turning on iray preview, the tonemapper now defaults to 1.0 burn highlights and 0.0 crush blacks. While it should be 0.25 / 0.2. This was a total nightmare until i figured it out, as some of my lighting references were taking over these settings after loading them.
if it is only that particular item of clothing, and it doesn't happen with others, then its prob a bug in the clothing item. you can try to remove dynamic dforce from the item then reapply it. should work from there. select the clothing top then Edit>Object>Geometry>Remove Dforce modifier. then Edit>Object>Geometry>Add Dforce modifier: Dynamic Surface
 

tretch95

Well-Known Member
Nov 5, 2022
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if it is only that particular item of clothing, and it doesn't happen with others, then its prob a bug in the clothing item. you can try to remove dynamic dforce from the item then reapply it. should work from there. select the clothing top then Edit>Object>Geometry>Remove Dforce modifier. then Edit>Object>Geometry>Add Dforce modifier: Dynamic Surface
No it happens with all dforce clothing. And it only happens because of the "visible in simulation" property is disabled on the figure. Turning that on, dforce works.

Just... why is this turned off now?
 

digitbrush

Member
Apr 5, 2019
463
3,903
No it happens with all dforce clothing. And it only happens because of the "visible in simulation" property is disabled on the figure. Turning that on, dforce works.

Just... why is this turned off now?
have no idea. default should be set to on for visible in simulation . all my defaults are set to their correct "on/off". maybe post the problem on daz forum or someone else might know better than i. good luck!
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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Guys, guys, guys... ran into a super derp with dForce.

So i've been designing this new G8F char all night, then wanted to do some outfit tests.
And this happened all the time:

View attachment 4485700

Basically the outfit simply slides off during simulation, down to the next outfit surface.

Tried a lot of shit where i'll spare you the details.
Then i figured that THIS setting in the G8F figure's surface properties is causing it:

View attachment 4485711

Now the problem is that this also happens with iray materials directly from shop assets, just like with my own custom materials.
Don't remember this happening in the past. And i haven't updated DAZ in a while, didn't install assets except outfits, morphs and materials / shaders.

Any ideas?

I suppose it could have something to do with the older assets and saved custom materials simply missing the required data. For example, i use the good old Brow Remover, then usually export custom materials with SkinBuilder 8 or the LIE Baker. Which are kind of old and may have issues with newer DAZ versions.
There are 2 different kinds of "visible in simulation" settings.

the one you show there in the surface shaders determines if it behaves like a dynamic object. (DOES IT FALL AND HIT STUFF)

The "visible in simulation" setting in parameters->object-->display-->simulation determines if it acts like an object that can be hit (DOES OTHER STUFF FALLING HIT THIS OBJECT)

the g8f figure shouldn't have the surface settings 'visible in sim' on, it SHOULD have the parameters property same name on. (unless you're trying to make the whole figure fall instead of the clothes.

The clothing item should have both kinds on.
 

tretch95

Well-Known Member
Nov 5, 2022
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the g8f figure shouldn't have the surface settings 'visible in sim' on, it SHOULD have the parameters property same name on.
Seems to be the other way round.

The "Display" category doesn't exist for the G8F figure, it only has the surface property instead.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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Seems to be the other way round.

The "Display" category doesn't exist for the G8F figure, it only has the surface property instead.
Sure it does. Go into parameters, figure name, display, simulation.
1737955843451.png
If that isn't showing, click on the upper left hamburger menu and check "show hidden"
1737956114020.png
 
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tretch95

Well-Known Member
Nov 5, 2022
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Sure it does. Go into parameters, figure name, display, simulation.

If that isn't showing, click on the upper left hamburger menu and check "show hidden"
Nah man i've loaded G8F, G8M, G9, G3, G2, none of these figures have a simulation category.
There are no hidden properties either.

km48f.jpg

Dforce on character figures is only controlled via the surface properties. And why would it have a regular toggle? Dforce is only designed to collide cloth with the figures. So you toggle simulation visibility clothes and other objects depending on wether they should be simulated or not, but not the character figures. Because these don't get simulated themselves.

Perhaps you have some kind of plugin installed changing this on your end?
I know the "G8F with Dforce Breasts" does in fact have it, but NOT the unmodified figure

km48f2.jpg
 

tretch95

Well-Known Member
Nov 5, 2022
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Totally different question.



(Why) is there still no "Pubic Hair Remover" LIE?

There are so many amazing textures around, but many can't be used for porn because of horrible seams, artifacts, fake oversized genitals or pubes on the crotch. Sometimes there's even an anus in the wrong place.

Unlike the Brow Remover, which is still the perfect magic wand.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
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Nah man i've loaded G8F, G8M, G9, G3, G2, none of these figures have a simulation category.
There are no hidden properties either.

View attachment 4486298

Dforce on character figures is only controlled via the surface properties. And why would it have a regular toggle? Dforce is only designed to collide cloth with the figures. So you toggle simulation visibility clothes and other objects depending on wether they should be simulated or not, but not the character figures. Because these don't get simulated themselves.

Perhaps you have some kind of plugin installed changing this on your end?
I know the "G8F with Dforce Breasts" does in fact have it, but NOT the unmodified figure

View attachment 4486323
nono we're talking about two different things. - you're talking about objects acting as dforce objects. I'm talking about objects acting as colliders in the world - which based on your first post was the issue you were having.

Also, it's not under "general", it's under "display".
 

tretch95

Well-Known Member
Nov 5, 2022
1,165
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nono we're talking about two different things. - you're talking about objects acting as dforce objects. I'm talking about objects acting as colliders in the world - which based on your first post was the issue you were having.

Also, it's not under "general", it's under "display".
Okay you're right, somehow missed the Display entry.
Nevertheless, this is enabled but the surfaces are simulation-negative. That's the problem still.



______________

(10 mins later) Just did some more testing:

The character figure saved with this bug has it baked in. That's why loading other material presets onto the figure won't remove the simulation property. But the material presets themselves are not affected, and neither are any other characters of mine.


I guess this can be safely removed by Edit>Figure>Geometry>Remove dForce Modifier

This instantly removes all the simulation surfaces. Dforce works again.
Now i wonder which asset has caused this? I certainly don't randomly apply dforce modifiers to anything.
This was a fresh G8F loaded into a fresh scene, only tested a bunch of stuff like materials, makeup geoshells, hairstyles and clothes.

If i ever find out what's caused this, i'll let ya know.
Thanks for your time.
 
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digitbrush

Member
Apr 5, 2019
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Totally different question.



(Why) is there still no "Pubic Hair Remover" LIE?

There are so many amazing textures around, but many can't be used for porn because of horrible seams, artifacts, fake oversized genitals or pubes on the crotch. Sometimes there's even an anus in the wrong place.

Unlike the Brow Remover, which is still the perfect magic wand.
If its a LIE, you can alway remove it quickly the manual way. if the pubes are part of the skin shader, then you are stuck with them but can remove them in photoshop by importing the shader map and removing it.
 

Pr0GamerJohnny

Conversation Conqueror
Sep 7, 2022
7,572
11,411
Totally different question.



(Why) is there still no "Pubic Hair Remover" LIE?

There are so many amazing textures around, but many can't be used for porn because of horrible seams, artifacts, fake oversized genitals or pubes on the crotch. Sometimes there's even an anus in the wrong place.

Unlike the Brow Remover, which is still the perfect magic wand.
Beacuse it would need to match the relative hue of the skin, which is tricky because it's variable. Same reason why it's very tricky to remove brows to work with skin builder brows if your base texture doesnt already have a "browless" version.
 
Last edited:

tretch95

Well-Known Member
Nov 5, 2022
1,165
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Beacuse it would need to match the relative hue of the skin, which is tricky because it's variable. Same reason why it's very tricky to remove brows to work with skin builder brows if your base texture doesnt already have a "browless" version.
Never used the Brow Remover ?

It works pretty much perfect, even preserves or adds skin pores or freckles. Just Normal Maps can cause problems, but these are usually baked for the specific geometry of the figure, so no need to use them anyways.

And i only use fibermesh brows to replace.


Unlike actual LIE overlays, it is enough to save the brow-removed textures as new material preset (skinbuilder being useful for once).
 
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BlenderGuy

Well-Known Member
Nov 17, 2023
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Can anyone point me to a tutorial or info to explain Matew Morph Master,as it's clearly an epic script?

I just need to understand it better.
 

BlenderGuy

Well-Known Member
Nov 17, 2023
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Another question would be about POV setup within DAZ to prevent face distortion. Just wondering what settings people are going with to give the illusion of true POV to replicate what the human eyes are capable of doing.
 

Vanaduke

Active Member
Oct 27, 2017
813
3,143
Hey you guys. Where can I acquire such walking animation? Do I have to start rigging skeletons in Blender or is this possible in Daz? Thanks

Image from @miner129


 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,860
35,043
Hey you guys. Where can I acquire such walking animation? Do I have to start rigging skeletons in Blender or is this possible in Daz? Thanks

Image from @miner129


To do your own animations, you need to use the timeline/animate, if you don't want to do it yourself, you will need to download premade animations, which are poses that have many frames.
You can find some here, depending on which base model you are using.
 

Vanaduke

Active Member
Oct 27, 2017
813
3,143
To do your own animations, you need to use the timeline/animate, if you don't want to do it yourself, you will need to download premade animations, which are poses that have many frames.
You can find some here, depending on which base model you are using.
Thanks. I'm currently interested in premade animations for a test run. For the love of me however, I couldn't find anything using the keywords: 'walking'+'animation' sadly, somehow
 
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