Another scene that I kept changing, and as a result the original soft scene of a pretty girl with hair flowing in the wind on a sunny day turned out like this:
In a whisper of wind, I drift away,
Fading softly, like the end of day.
From the ground, I slip, no trace to find,
A quiet descent, leaving all behind.
Like a shadow at dusk, I silently part,
Dropping from the world, a still, silent heart.
In the vastness I’m lost, yet somehow I’m free,
A breath in the cosmos, just a memory.
Toying around with DAZ<>MD (12 in my case), and found it became quite usable since I last meddled around with it.
Given you have to use a rather capable rig, there is no need anymore to reduce the resolution beforehand, you don't need to hide unwanted objects or something like that.
Just select what you want to export, chose the appropriate scale and settings, import it as what you want it to be in MD, set your numbers, simulate and export. Then import in DAZ again, give it texture - voila!
My rig is a Core i9-9900K/3.60GHz, 64GB, GTX3060(12GB) on W10.
I can run DAZ and MD at the same time, so I can import/export as much as I like.
What you can NOT do with my approach, is directly use the simulated cloth again in DAZ as the original cloth, so no more morphs, no dForce and no directly using the provided mats. But you can easily transfer the mat of the "source"-cloth to the resulting obj.
Also, using "unwelded" cloth results in the cloth falling apart while simulating.
Depending on what you want to create specifically, this approach works really well. For me at least.
So, I slapped together a little "animation" with gimp, the base being my playing with the above method.