- Jun 13, 2022
- 215
- 46
Newbie to daz here and I heard how dforce is good to modify how stuff looks and adjust them to our liking. So should I get all my clothes and hairs with dforce compatability?
so its not as simple to use as ordinary clothes?better... yes
necessary... no
Only you can decide if you have the skill to use it effectively or are willing to put the effort into learning it.
If you can use it... great. If you can't... nobody will miss it.
Sort of.so its not as simple to use as ordinary clothes?
And I would add: doable... maybe.better... yes
necessary... no
Also very topology depandant. It can be russian roulette when going blind.And I would add: doable... maybe.
DForce assets imply the simulation parts, and depending how many of them you use, and how complex is the scene, it can need a good CPU.
what are the features you lose when using ordinary clothes or hair?And I would add: doable... maybe.
DForce assets imply the simulation parts, and depending how many of them you use, and how complex is the scene, it can need a good CPU.
The problem with non-conforming hair/clothes, is that for each new pose, you're going to have to resimulate them. If you have multiples, likely one by one. Whereas with standard clothes and hair, you can just pose, adjust the hair as needed, and move on to whatever else is next.what are the features you lose when using ordinary clothes or hair?
Not just this since you can use magnets/handles to force the simulation in a way or another. Therefore you can basically pose the clothes/hairs the way you want. This while with conforming clothes you are limited to the available morphs, and the ones you achieved to imports for this particular asset.In that sense, there's more inherent benefits to using non-dforce assets. But you lose the dynamics of dforce. Draping/hanging, etc.
So it seems like the majority of VN devs dont use dforce?Not just this since you can use magnets/handles to force the simulation in a way or another. Therefore you can basically pose the clothes/hairs the way you want. This while with conforming clothes you are limited to the available morphs, and the ones you achieved to imports for this particular asset.
Obviously, it imply more works, both to place the magnets/handles and to proceed the simulation. And, of course, I guess (haven't gone this far yet by lack of time) that at first you'll loose a lot of time because the said magnets/handles aren't placed correctly. What you'll probably only discover once the simulation is finished.
But, as I said, I haven't had the time to really play with DForce yet, so perhaps that there's some kind of preview that can help you. But I doubt.
Some use it punctually, but yes, globally they don't.So it seems like the majority of VN devs dont use dforce?
i have a 4090 and 7950X, so will it be worth trying? I did a test render of a HD 8.1 model in a small dorm room with lights which took me five minutes. Any tips on cutting down rendering time?Some use it punctually, but yes, globally they don't.
It's already difficult enough, and potentially time consuming, to build a scene correctly without DForce. And obviously since half the creator don't even go this far, it's not tomorrow that they'll use DForce.
But I guess that games that will be started next year will start to include more DForce. At least for the creators who can invest in a modern computer. Between the time gained during the rendering, thanks to the GeForce 4000 series, and the one gained during the simulation, thanks to the last CPU generation, it should be possible to take the time to deal with the meticulous posing implied by DForce.
So far, with an average around 5 to 10 minutes to render an average scene with a 3090, you can't afford to redo the same scene until what looks fine in the viewport keep looking good once fully rendered. If the 4090 effectively keep its promise and can make this time reach the 2 minutes or less, it will start to be something possible.
Oh man haven't seen you for a long time.