- Jul 3, 2021
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Very nice!Laetitia View attachment 1819816You don't have permission to view the spoiler content. Log in or register now.

Very nice!Laetitia View attachment 1819816You don't have permission to view the spoiler content. Log in or register now.
Good advice. The thought crossed my mind, and I still may try it. I had the idea of making a primitive (as a tutorial I watched showed actually) and then applying the same texture and normal maps to it... I might still try that.In this instance, you might be better off to make a primitive, add dForce and work from there, just for something that looks more natural.
Holy fucking mother of godLaetitia View attachment 1819816You don't have permission to view the spoiler content. Log in or register now.
Laetitia View attachment 1819816You don't have permission to view the spoiler content. Log in or register now.
In this instance, you might be better off to make a primitive, add dForce and work from there, just for something that looks more natural.
What's the difference between using a primitive and using the original asset?Good advice. The thought crossed my mind, and I still may try it. I had the idea of making a primitive (as a tutorial I watched showed actually) and then applying the same texture and normal maps to it... I might still try that.
I was impressed at how easy it was to do and the simulation didn't take as long as I thought it would on my system.
This is entirely my own opinion and is subjective. Just saying this now before some pedant later chimes in with "Actually..."What's the difference between using a primitive and using the original asset?
How would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.This is entirely my own opinion and is subjective. Just saying this now before some pedant later chimes in with "Actually..."
You have a little bit more control and freedom of how the primitive is used. Just to use Night Hacker's previous image as an example - take a look at the feet-end corners of the sheet. They look like they're tucked in under the mattress, despite being clearly in use. Sheets don't act like that. They get pulled up, moved around and more.
Not to mention that some original assets don't support dForce shaping.
You can also use a mesh grabber and manipulate the primitive after you've used dForceHow would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.
really nice thanksfor the infoThanks. I usedYou must be registered to see the links.
dForce Magnets or assist meshes are powerful tools when it comes to the direct influence of any simulation.How would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.
You can also use a mesh grabber and manipulate the primitive after you've used dForce
I just don't understand why this is different from the original asset. You can add dForce, magnets, and meshes to the original asset as well as a primitive.dForce Magnets or assist meshes are powerful tools when it comes to the direct influence of any simulation.
She will get the jobAmber gets a job offer to become a model and goes for the "interview"... View attachment 1819914
I was actually working on creating my own character poses and facial expressions and saving them as presets for later use and I just had to throw them into an environment and whip something up.![]()
the main difference is, that you can choose the polygon density of a primitive, which leads to a more natural flow. You are only limited by your own hardware in this regard. While most PA assets are more designed with efficiency in mind, which will lead to jagged edges and weird behaviour through the simulation.I just don't understand why this is different from the original asset. You can add dForce, magnets, and meshes to the original asset as well as a primitive.