- Feb 7, 2018
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Interesting.X3RO - For draping to work correctly over primitives, the primitive has to have a fairly fine mesh. As in "lots of divisions." If you have only a coarse mesh for the primitive, then dForce has a tendency not to "see" it, and to let things penetrate through it. One way to get an idea for how small you need to make the mesh is to look at the mesh of the garment (Wireframe or Wire Texture Shaded view) and make those on the primitive at least as small, if not smaller.
Of course, probably_dave 's "afterward fixups" are a good alternative.
Ya - a piece of clothing (or anything else, for that matter) can only have one smoothing modifier with one collision target. So if you change the collision target, then the clothing might have "poke through" with the figure.Interesting.
I did try the above, it worked some but since it was a clothing piece, it seems that changing the collision item made it so that the model didn’t properly “wear” the piece. I’ll try playing around with the mesh of the primitive next. Thanks for the tip!
I've just done a few experiments based on what Rich and recreation mentioned.I did try the above, it worked some but since it was a clothing piece, it seems that changing the collision item made it so that the model didn’t properly “wear” the piece. I’ll try playing around with the mesh of the primitive next. Thanks for the tip!
Gotcha.Ya - a piece of clothing (or anything else, for that matter) can only have one smoothing modifier with one collision target. So if you change the collision target, then the clothing might have "poke through" with the figure.
If you're going to try probably_dave 's technique, you will do a bit better if you run the dForce simulation with smoothing turned off - that will kind of force dForce to deal with intersections with the figure on its own, without the smoothing modifier "helping."
Just a hobbyist here, so technically I've got all the time in the worldYou can also up the collision iterations in the dforce settings, but it will take longer time then.
Woah... This is amazing!!!! Thank you so much for going through all of this, it helps so much. I'm a CPU only guy so you just saved me so much time.I've just done a few experiments based on what Rich and recreation mentioned.
My setup was like so:
View attachment 991189
I also upped the collision iterations to 10 as per recreation, however, because of the difference in resolution, it would still cut through. Unfortunately, switching the mesh smoother didn't help as I then got poke through on the model (this was less as I increase the collision iterations however).
With Mesh Smoother on cube:
View attachment 991193
With Mesh Smoother on Model
View attachment 991192
As Rich mentioned, the main problem is the mesh resolution of the primitive so probably changing the resolution of the primitive to be greater than that of the clothing would be your best option:
View attachment 991196
This seemed to fully fix the problem.
However, it might not always be practical to do this, because you might be using props that have a lower resolution as standard. Therefore, another option would be to 'fake' it by using a high resolution object for your collisions and then remove it.
For example, I added a High Resolution plane to the top of the cube. This was scaled to be just over the length and width of the cube:
View attachment 991191
The dforce simulation would then interact with this, rather than the cube. Once done, I could hide this and the effect is similar, without having to change the resolution of the original object:
View attachment 991190
Of course, it won't work for complex shapes, however, most complex shapes will have a higher resolution anyway so you might not get the same issue