Shadow Fiend
"apply dforce dynamic modifier & dforce weight node to your prop add map & paint weight to surface, blue for less influence grey for no influence."
Grey means no influence of the Surface Properties onto those particular vertices. But this does NOT mean that those vertices are not part of the simulation. Vertices of a soft body with a Weight Value of 0% act as rigid (non static) objects. If it's a solution to prevent hair from falling (for example), it's not a solution for the problem explained by the OP here
----------------------------
Each body part in DAZ has its own Surface. But you can create as many new Surfaces as you want, to get eyes of two different colors, or to load 5 different colors, one for each nail, etc.... or to define specific dForce Surface properties.
If you want hands for example to NOT be taken into account by a dForce simulation. Main issue : hands are part of the arms Surface. So what you need is to separate the hands :
- Geometry Editor Tool (Alt+Shift+G)
- Select the hands only (Select nails by surface, then grow selection, or manual Polygon Selection / Lasso, etc. whatever you like)
- Then Right Click in the Viewport : Geometry Assignment > Create Surface From Selected (Let's name it Hands)
- Now that you have a Genesis 8 with one more Surface (Material ID) than usual, you can define specific dForce properties for those hands. Like "Visible in Simulation : Off"
Bam ! No more collision issues with hands. Their geometry's there, but not taken into account by dForce computations anymore.