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soup-sammich — dForce Influence Tutorial

#iray #tutorial #tutorials #daz3dstudio #dforce #irayrender #genesis8female #dforceclothing
Published: 2019-01-30 20:02:03 +0000 UTC; Views: 17626; Favourites: 155; Downloads: 288
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Description

So, you've found/made your perfect off the shoulder item and want to use it with dForce.  It's got just the right amount of wrinkles.  You've set up your perfect pose in the timeline and clicked on Simulate.  And of course, there's a wardrobe malfunction!  And to top it all off, your beautiful wrinkles are gone!  If that's your goal, then why are you still reading this?  You're done!   However, if you like a little more modesty from your models, fear not!  There is a solution!  It comes in the form of a dForce Influence Weight Map.


1. If you don't already have a Tool Settings Tab in your workspace, navigate to Window>Panes (Tabs)>Tool Settings.  Dock this somewhere in your workspace, you'll need it later.  Within the Tool Settings tab, select Node Weight Map Brush as the Active Tool.


2. Select your dForce item and click Create and select New dForce Modifier Weight Node.  Give your new node a descriptive name and click Accept.  The default name is fine for the tutorial, but it's a good idea to get into the habit of descriptive naming.


3. In the Tool Settings Weight Maps Tab, click on Add Map next to dForce Simulation::Influence Weights.  This will create a new weight map for editing.  It should auto-select the influence map, but if it doesn't, just click on it to see the map displayed in your Viewport.


4. Now comes the real work.  Editing the weight map.  Removing weight from the areas you don't want to take part in the simulation.  You can spend a lot of time fiddling during this step.  Adjusting where the map starts and ends, varying degrees of influence, etc.  The basics you'll need are pretty simple.  Holding Alt (probably Option on a Mac) while Left Click/Dragging will remove the weights.  Just Left Click/Dragging (without Alt) will add the weights.


5. I usually add a "buffer zone" to ease the transition between the simulated and conforming cloth.  For this you'll want to lower the sensitivity of the brush to keep the weights light.  Once you're satisfied with your new weight map, navigate to your Simulation Settings tab and run your simulation.


6. Enjoy your newly found awesomeness!


There are several more maps to further tweak your dForce simulation to produce different results in your simulation.  For now, feel free to apply the concepts here to the other maps and play around with the results!

Related content
Comments: 41

programyuan [2020-01-17 03:21:57 +0000 UTC]

Great tutorial!I have a question in another perspective:
how can we use dforce to make part of the cloth fall down while the remaining part still works (like the malfunction pic in you example)?

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soup-sammich In reply to programyuan [2020-01-17 12:58:40 +0000 UTC]

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programyuan In reply to soup-sammich [2020-01-19 23:03:41 +0000 UTC]

Thanks for your tips!

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soup-sammich In reply to programyuan [2020-01-20 03:17:00 +0000 UTC]

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Kervala [2020-01-13 19:38:25 +0000 UTC]

Thanks for this tutorial

If I want to make a clothing for only one specific character, do you suggest to conform it (and model it from Genesis 8) or just import with the final character and launch simulation to match the current pose ?

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soup-sammich In reply to Kervala [2020-01-14 00:06:39 +0000 UTC]

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Kervala In reply to soup-sammich [2020-01-14 09:50:26 +0000 UTC]

Yes, I noticed that At first, I tried to model for my character and then in "Transfer Utility", I checked reverse morphs, but I have some weird deformations

I'm also using Marvelous Designer (that is really a cool software ), but until now I only made the outfit for the character and the final pose in MD and imported it in DAZ Studio without conforming. It was really long to import/export again for every new pose That's why I'd like to use dForce to fix all deformations issues I previously had (without using dForce).

Now, I switched to both iRay (I always used 3Delight) and dForce. My first tries are giving : 

The outfit shouldn't be transparent, but I just wanted to compare the transparency between 3Delight and iRay. I think it's incomparable, iRay render is so realistic

I'm really happy with the result because dForce fixes itself all deformations I tried to fix myself by creating different morphs (most of them were FBM, I don't remember I created correct JCMs).

For me the problematic area was the abdomen (just under the breasts), because when characters have bigger breasts than default ones, the cloth is very deformed Using dForce, this deformation still occurs at first but after running simulation, it's disappearing step by step. I sometimes edit weights for conforming, but I really don't like the fact, each time you import a clothing (even the same), you have to draw them again Do you know a way to save them and reuse later please ?

I also noted all your suggestions, thanks a lot

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soup-sammich In reply to Kervala [2020-01-15 17:41:54 +0000 UTC]

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Kervala In reply to soup-sammich [2020-01-15 19:43:55 +0000 UTC]

Oo I didn't know that, that's very cool Thank you so much

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soup-sammich In reply to Kervala [2020-01-16 02:17:20 +0000 UTC]

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crazipowerz [2020-01-11 22:23:43 +0000 UTC]

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soup-sammich In reply to crazipowerz [2020-01-13 23:36:05 +0000 UTC]

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CB1964 [2019-02-03 09:23:35 +0000 UTC]

Thanks so much!

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soup-sammich In reply to CB1964 [2019-02-03 17:05:48 +0000 UTC]

You’re welcome!

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TestRender [2019-02-02 16:25:20 +0000 UTC]

Thank you so much for sharing your knowledge. 
This tuto will come handy at some point I'm sure of it.

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soup-sammich In reply to TestRender [2019-02-02 16:28:17 +0000 UTC]

Of course!  Best of luck to you in your future endeavors!  Just remember, this is just the way I've done things and solved the problems I've faced.  If you have/find a better solution, please share it!

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Foxy-3D [2019-02-02 03:51:35 +0000 UTC]

This is great, man! You have inspired me to create a new folder in our RenderHub3D group just for tutorials. I have sent you a request to include this.  

This should be helpful to many people, and I thank you for taking the time to make this and share it. 

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soup-sammich In reply to Foxy-3D [2019-02-02 16:03:24 +0000 UTC]

I’m glad to hear it! Tutorials is a great folder to have for submissions!

You are quite welcome, and thank you!

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DaveAgain [2019-02-01 19:37:59 +0000 UTC]

This is what I need to do on the project I was telling you about!

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soup-sammich In reply to DaveAgain [2019-02-01 20:19:31 +0000 UTC]

Might be part of it, but if only the corset draped, I still think the dForce shader might not have been applied to everything...

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replicantdreamer [2019-02-01 16:12:19 +0000 UTC]

Brilliant.  Thank you so much for this!

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soup-sammich In reply to replicantdreamer [2019-02-01 18:18:03 +0000 UTC]

Thanks!

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cologoboyz [2019-01-31 08:56:18 +0000 UTC]

subscribe to CallMeCarson

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soup-sammich In reply to cologoboyz [2019-01-31 14:32:21 +0000 UTC]

I'll take that into consideration.

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cologoboyz In reply to soup-sammich [2019-01-31 19:24:10 +0000 UTC]

k

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Renderfem [2019-01-31 02:22:30 +0000 UTC]

I have done a bit of this trying to get some hairs to work a way that I want, so it's not totally unfamiliar. Will have to try it on my tests dress, simply so my poor girls are not suddenly exposing themselves when ordering lunch in the village or something silly like that.


Question: Can influence maps be saved as presets? Say you want a version where the top doesn't fall off, but you also may want, for strictly academic reasons, want the top to fall off?

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soup-sammich In reply to Renderfem [2019-01-31 02:53:46 +0000 UTC]

You'll need to save it as separate Wearable Presets.  (This is the only way I've found so far...)


For any who are reading comments and don't know how to save a Wearable Preset, I'm going to use G8F in this example, but it can be any figure.

1. Once your set up is complete, and the clothing is still parented to the default G8F, select the G8F.

2. Navigate to File>Save As>Wearable(s) Preset and save it somewhere you'll remember (or, Filepath /My Daz 3D Library/People/Genesis 8 Female/Clothing/"Your_folder/Your_filename")

3. Anything parented to the G8F will show up in the Nodes List after you've chosen your path and file name.  Uncheck anything you don't want to be loaded when you open the file.  (i.e. G8F Eyelashes, Shoes, etc)

4. Click Accept.


Naturally, if you want a purely academic wardrobe malfunction, hold off on the dForce Influence mapping until after you've done the Wearable's save.  Then modify the map, then Wearable's save out the SFW version...

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Renderfem In reply to soup-sammich [2019-01-31 03:12:32 +0000 UTC]

Ahh ok. I'll experiment next time I am playing with it.


I've seen some items with variable dForce settings, such as a great baby doll I own, but it is done via the fact it has multiple surfaces, so presets can be saved with dForce being applied at varying settings/strengths to the different surfaces for different results. Not, as far as I know, done via mapping. If that makes any sense.


Ie, straps and bra cups with no dForce strength and rest of item with, or to get the straps and cups to fall off the shoulders and breasts, it has a preset that applies appropriate simulation settings to those items, Turn it off and turn it on etc.

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soup-sammich In reply to Renderfem [2019-01-31 13:07:55 +0000 UTC]

In that case, I think you’re right about it needing multiple shader domains. I think the influence map is for the actual mesh as opposed to the shader. I’ll have to do some more testing to be sure...

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Renderfem In reply to soup-sammich [2019-01-31 13:25:47 +0000 UTC]

I think so yes. This particular piece in question, the one you see for example here and here (same item) has separate material zones for the various parts. DForce can then be applied or not applied to that area, and behave differently in the total sim.

I can set this so that the breast cups and straps don't move or hardly move, while the 'skirt' can move as much as needed.

One could take it even further and make each cup and strap a new material area and increase the control over dForce on the item.

It does require correct set up of the original item and proper material assignment.

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soup-sammich In reply to Renderfem [2019-01-31 14:30:29 +0000 UTC]

I've experimented with multiple domains in the same cloth for dForce sims, but I usually end up with explosions after minor tweaking of the default settings...  I really should look at the settings and mesh that people have used to create some of this stunning dForce cloth to see if I can figure out what I'm doing wrong...

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Renderfem In reply to soup-sammich [2019-01-31 15:49:03 +0000 UTC]

Being new, I cant suggest anything. If I end up with the full copy of MD I'll be playing around for sure, see what I cam come up with.

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soup-sammich In reply to Renderfem [2019-01-31 19:37:10 +0000 UTC]

I think part of the issue with MD is how they go about creating the polys...  The polys are of "uniform size" but not really uniform in shape...  And a lot of triangles can still remain when you convert it to quads.  The new MD 8 has a "re-poly" option that has some potential, but there are still a lot of tris to remove from the mesh after reworking the topology.  The "re-poly" might help with the explosions I've had, but I'll still need to edit the cloth to remove the tris wherever possible...

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Renderfem In reply to soup-sammich [2019-02-01 03:26:14 +0000 UTC]

I've not even looked that closely to the mesh itself yet. Something else on the list of things to think about

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soup-sammich In reply to Renderfem [2019-02-01 12:45:25 +0000 UTC]

They have introduced a “re-mesh” option which retopologizes the mesh to a more uniform style. It’s not perfect yet (and still a beta) but it adds much more uniformity to the whole mesh. The only issue I have with it, so far, is that it still leaves triangles in the mesh (usually at the edges) so some post design clean up will still be in order.

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Renderfem In reply to soup-sammich [2019-02-01 12:52:38 +0000 UTC]

I am trying to play around in it again tonight, as we speak even, but keep getting distracted by large breasted naked Venice on her hands and knees on my other screen lol

Life is hard.

I am going to bash out a dress tonight and have a close look at the mesh and try that re-mesh thing maybe. That function is still in beta I think, so maybe it will improve.

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soup-sammich In reply to Renderfem [2019-02-01 13:24:13 +0000 UTC]

Ah, distractions...

In the Simulation dropdown there is an option for the UV workspace. Once that’s open, right click near your patterns to find the option to turn on the wire frames. That’s the easiest way I’ve found to view the mesh prior to export.

And yes, the re-mesh is still in beta, so there may yet be hope!

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SilentLadyGTA [2019-01-30 20:25:25 +0000 UTC]

Very interesting serie. As soon I have some time free I will test with one of my cloth. Thank you !!

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soup-sammich In reply to SilentLadyGTA [2019-01-30 20:51:26 +0000 UTC]

Of course!  Keep in mind that dForce hates triangles!  I've had success with items that have a few (usually less than 15-20 out of thousands of polys), but if you've got a mesh with a lot of triangles, or made entirely of triangles it's going to explode!

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SilentLadyGTA In reply to soup-sammich [2019-01-30 23:23:35 +0000 UTC]

I have marvelous 8. It is much much better for triangles to quads translation.

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soup-sammich In reply to SilentLadyGTA [2019-01-31 00:29:46 +0000 UTC]

Agreed. You can even convert piping to quads now, too! I haven’t had much success with using the MD piping with dForce, though...

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