Wow! Great video. I wish I had realized that it was so simple - wouldn't have bought some of the dForce crap I have floating around in my library that you have to jump through hoops to get to work. Also, it was refreshing to have a video that got to the point and didn't treat the audience like they have never used Daz before. I know its good for basic topics, but I'd wager a beginning user would even know what dForce was and how to setup timelines, etc. Which would take lots of time to explain while we would be twiddling our thumbs waiting for you to get to the next part. Extra kudos for presentation on this one! Oh, and love your renders on DA, btw. Great stuff!
Thanks for watching .. and don't be scared of dForce - although it has it's problems it can still turn a good final image into a great final image by adding levels of realism .. and I'm glad you like my stuff over on DA too!
Thanks, Rauko. I would have tried dropping the gravity down to zero or near zero in the sim settings. But it's good to know 'dynamics strength' is another option.
Yeah gravity can work too but there's a danger of the model just pushing the whole of the duvet down to the bed (in this example) rather than pushing into it and having it conform. Out of the different ways of doing it I've just settled on using Dynamic Strength more than not.
Thanks Ed. The hair in this scene is dforce and I pre-simmed it (and the clothing) before running the sim on the bed cover. But it doesn't matter which order.
@@RaukoDaz3D Nothing to complex. Just apply the modifier then increase the smoothing iterations at at least 10, and the collision to around 5 (depending on what I am applying it to). That works for most cases... like I just created a character that was relaxing on a bed, and I wanted the bed to deform to their body, so this is what I did to the mattress... set it to do 10-20 smoothing iterations and to collide with the person of course. This only works with ONE character though. If I wanted more than one character to effect an object, than I would do the smoothing modifier, let it indent the object for ONE of the characters, then export the object as an OBJ (with the indentations) and import it again with the indentations then set the newly imported object up with a new smoothing modifier which was effected by the second character so you end up with indentations from both characters. I think I have even used geoshells in the past as well and set the object's smoothing modifier to be effected by the geoshell which can be useful in certain circumstances where you want all clothing, hair etc... to effect a surface, you can set up a geoshell around everything then use it for collision.
Friend, can you talk about how to achieve that realism? An example is that the render where you end the video and another is how the model on the DAZ page looks different and looks simpler, I would like to know how to make that transition of my renders.
Hey there .. am glad you like .. You're probably not going to like the answer but .. it's just practice. I could do a video demonstrating the lighting in this scene or another but .. when you recreate it in your own scene you won't get very good results. The lighting in this scene works with the model and environment and this is the only place the exact set up will work ... you'll generally need a different set up in a different environment and with a different model .. My best tip is to put a model in a scene and just play around .. use different lights (spotlights, HDRI, emissives), different setups, different positions and just keep playing around until you get something that looks good. Then do the same in another scene .. then another .. eventually, you'll start to pick up on patterns .. what works here, what works there .. and once you've highlighted a lot of different things that work start putting them together in a single scene .. and just keep building. There's no real simple catch-all answer sadly ..
Great video thanks, I remember trying this on a few beds with mixed results, some of the surfaces just were too flat and thin, is there anyway to get around this?
Yeah, you need a bit of thickness as the surface just wants to squash down flat. You could try reducing the Gravity slider in the simulation settings along with Dynamic Strength and see if that improves things.Alternatively, you could use the dForce Node Weight tool to lower the localised Dynamic Strength around the edges of the surface you're trying to simulate so that it has some rigidity to it.
Thanks az .. in respect of hair .. at the moment .. sadly, not. The auto-fitter only works one way for now and with the bone names being so different there's no easy way around it.
How do you do indentation on Genesis mesh itself? Like the one they did in Angela 9 HD promo images where her orange bikini kind of indents and hugs her hips, if you know what I mean.
Yeah, I know what you mean - I can't say exactly with that example but I've seen it down with a morph that gets supplied with the clothing asset itself, so it's probably the same with Angela 9. There's no real way to do it within Daz at the moment - it's basically simulating Soft Body Physics that Daz can't do yet (maybe in 5.0?? Hopefully) .. The only way it could potentially be done in Daz at the moment would be with a very intricate and particular use of Mesh Grabber .. but even then, it will be hard to get it smooth and perfect.
I'll quote my answer I gave to another post making the same point : Yeah gravity can work too but there's a danger of the model just pushing the whole of the duvet down to the bed (in this example) rather than pushing into it and having it conform. Out of the different ways of doing it I've just settled on using Dynamic Strength more than not.
in my scene, I tried to put a blanket on the model while she is sleeping, but every time I start the simulation, the model returns to her original pose (standing instead of sleeping), any idea why this is happening? thanks, Rauko.
Hey Habib - my guess would be that you have "Start Bones From Memorised Pose" set in your Simulation Settings .. go to the Simulation pane and make sure the setting is set to off .. The "Start Bones From Memorised Pose" can get a more natural simulation in certain circumstances - but not overly useful in many situations .. just make sure it's off before running any simulation where it's not needed.
yes, that was the problem thank you but when I turn it off the sheet won't fall on the model, so I did what you did and kept the sheet on the bed and made the model emerge from under the bed and with the frame 30 I had a great result, thank you so much Rauko.
Asset Links (see description for details):
Model : tinyurl.com/57jyzs5n
Hair : tinyurl.com/478keht5
Environment : tinyurl.com/5n75nxt7
Wow! Great video. I wish I had realized that it was so simple - wouldn't have bought some of the dForce crap I have floating around in my library that you have to jump through hoops to get to work. Also, it was refreshing to have a video that got to the point and didn't treat the audience like they have never used Daz before. I know its good for basic topics, but I'd wager a beginning user would even know what dForce was and how to setup timelines, etc. Which would take lots of time to explain while we would be twiddling our thumbs waiting for you to get to the next part. Extra kudos for presentation on this one! Oh, and love your renders on DA, btw. Great stuff!
Thanks for watching .. and don't be scared of dForce - although it has it's problems it can still turn a good final image into a great final image by adding levels of realism .. and I'm glad you like my stuff over on DA too!
Thanks, Rauko.
I would have tried dropping the gravity down to zero or near zero in the sim settings. But it's good to know 'dynamics strength' is another option.
Yeah gravity can work too but there's a danger of the model just pushing the whole of the duvet down to the bed (in this example) rather than pushing into it and having it conform. Out of the different ways of doing it I've just settled on using Dynamic Strength more than not.
Always had those explosions you mentioned, never thought of using animation timeline, thank a lot Rauko
No worries! Glad to help!
Very helpful, thank you.
You're welcome, Mr!
Awesome video, thanks. The lighting in the final image looks great also what'd you use?
Ohhh .. I'm not sure now .. I think I'd have probably used a HDRI for ambient light and then just added the odd extra light in where needed!
Awesome work as usual!
Thanks Richard! Hope it helps!
Absolutely amazing, thank you! 🤗
Glad to help out, Dizzy - and thanks for watching!
Thank you, Rauko! Cool man you are! I have subscribed to you for a long time and I like everything very much!
Thanks Evgeny! I'm glad to help out and appreciate your support!
Another great tutorial my friend! I take it if using a longer hair product would you simulate that afterwards or before the bed indentations?
Thanks Ed. The hair in this scene is dforce and I pre-simmed it (and the clothing) before running the sim on the bed cover. But it doesn't matter which order.
Nice. I usually use a smoothing modifier, but you can only use it with one character. I like this better.
Glad to help Roy ... I've also found that the Smoothing Modifier can produce some wonky results .. what's your way of getting it to work?
@@RaukoDaz3D Nothing to complex. Just apply the modifier then increase the smoothing iterations at at least 10, and the collision to around 5 (depending on what I am applying it to). That works for most cases... like I just created a character that was relaxing on a bed, and I wanted the bed to deform to their body, so this is what I did to the mattress... set it to do 10-20 smoothing iterations and to collide with the person of course.
This only works with ONE character though. If I wanted more than one character to effect an object, than I would do the smoothing modifier, let it indent the object for ONE of the characters, then export the object as an OBJ (with the indentations) and import it again with the indentations then set the newly imported object up with a new smoothing modifier which was effected by the second character so you end up with indentations from both characters.
I think I have even used geoshells in the past as well and set the object's smoothing modifier to be effected by the geoshell which can be useful in certain circumstances where you want all clothing, hair etc... to effect a surface, you can set up a geoshell around everything then use it for collision.
Friend, can you talk about how to achieve that realism?
An example is that the render where you end the video and another is how the model on the DAZ page looks different and looks simpler, I would like to know how to make that transition of my renders.
Hey there .. am glad you like .. You're probably not going to like the answer but .. it's just practice. I could do a video demonstrating the lighting in this scene or another but .. when you recreate it in your own scene you won't get very good results. The lighting in this scene works with the model and environment and this is the only place the exact set up will work ... you'll generally need a different set up in a different environment and with a different model ..
My best tip is to put a model in a scene and just play around .. use different lights (spotlights, HDRI, emissives), different setups, different positions and just keep playing around until you get something that looks good. Then do the same in another scene .. then another .. eventually, you'll start to pick up on patterns .. what works here, what works there .. and once you've highlighted a lot of different things that work start putting them together in a single scene .. and just keep building.
There's no real simple catch-all answer sadly ..
Great video thanks, I remember trying this on a few beds with mixed results, some of the surfaces just were too flat and thin, is there anyway to get around this?
Yeah, you need a bit of thickness as the surface just wants to squash down flat. You could try reducing the Gravity slider in the simulation settings along with Dynamic Strength and see if that improves things.Alternatively, you could use the dForce Node Weight tool to lower the localised Dynamic Strength around the edges of the surface you're trying to simulate so that it has some rigidity to it.
Great video, btw do You know any simple way to use gen 9 hair on gen 8/8.1 model ?
Thanks az .. in respect of hair .. at the moment .. sadly, not. The auto-fitter only works one way for now and with the bone names being so different there's no easy way around it.
How do you do indentation on Genesis mesh itself? Like the one they did in Angela 9 HD promo images where her orange bikini kind of indents and hugs her hips, if you know what I mean.
Yeah, I know what you mean - I can't say exactly with that example but I've seen it down with a morph that gets supplied with the clothing asset itself, so it's probably the same with Angela 9.
There's no real way to do it within Daz at the moment - it's basically simulating Soft Body Physics that Daz can't do yet (maybe in 5.0?? Hopefully) .. The only way it could potentially be done in Daz at the moment would be with a very intricate and particular use of Mesh Grabber .. but even then, it will be hard to get it smooth and perfect.
Would reducing gravity also work as an alternative to reducing the dynanic strength?
I'll quote my answer I gave to another post making the same point : Yeah gravity can work too but there's a danger of the model just pushing the whole of the duvet down to the bed (in this example) rather than pushing into it and having it conform. Out of the different ways of doing it I've just settled on using Dynamic Strength more than not.
in my scene, I tried to put a blanket on the model while she is sleeping, but every time I start the simulation, the model returns to her original pose (standing instead of sleeping), any idea why this is happening? thanks, Rauko.
Hey Habib - my guess would be that you have "Start Bones From Memorised Pose" set in your Simulation Settings .. go to the Simulation pane and make sure the setting is set to off ..
The "Start Bones From Memorised Pose" can get a more natural simulation in certain circumstances - but not overly useful in many situations .. just make sure it's off before running any simulation where it's not needed.
yes, that was the problem thank you but when I turn it off the sheet won't fall on the model, so I did what you did and kept the sheet on the bed and made the model emerge from under the bed and with the frame 30 I had a great result, thank you so much Rauko.
Great video but if you would have said duvet one more time my head would have exploded.
😀.. What's wrong with a duvet? 😀
💥Thanks for making it clearer to understand! 👍👍
💥Time you got onto Daz 4.21? 🤔
Thanks Gray .. I am on 4.21 now .. I recorded this a few weeks back but have migrated over to a new PC ..
tell us how you render like that!
A little bit of this .. a little bit of that .. and a big helping of luck .. (seriously!)