DForce VS Dynamic Clothing
205Thread Activity
DoroThee237Mon, Jun 15
Pushee-RiMon, Jun 15
KuraiKyaMon, Jun 15
DoroThee237Mon, Jun 15
KuraiKyaMon, Jun 15
DoroThee237Mon, Jun 15
I just finished testing my latest G9M Genitalia shorts.
The goal was to choose the best technology for my customers.
I've read several times on forums that some customers only buy clothes made with dForce technology. For a skirt or dress, yes, I understand, but I had my doubts about shorts.
Is the best choice Conforming Clothing, dForce, or Dynamic Clothing?
The camera and lighting are identical for all three renderings.
Conforming Clothing

Dynamic Clothing

dForce

So, of the three options, which do you prefer?
The goal was to choose the best technology for my customers.
I've read several times on forums that some customers only buy clothes made with dForce technology. For a skirt or dress, yes, I understand, but I had my doubts about shorts.
Is the best choice Conforming Clothing, dForce, or Dynamic Clothing?
The camera and lighting are identical for all three renderings.
Conforming Clothing

Dynamic Clothing

dForce

So, of the three options, which do you prefer?
! REPORT
Conforming it looks awkwardly stretched out - to where it commands attention (and not in a good way). Dynamic works a little better; DForce is alright there, if you want baggy underwear. Generally speaking, it depends on the scenario - these things aren't exactly OSFA.
REPLY
! REPORT
guy91600
Karma: 19,574
Mon, Feb 02As a seller, I'm wondering if we shouldn't offer all three versions, letting the user choose the one best suited to their installation needs. The downside is the price increase to compensate for the extra time spent on the other versions.
D-Force is easier to use and offers more options, but it's slow when doing the physics. You have to paint certain parts of the garment as best you can. With D-Force, you have to paint the crotch area of the underwear gently so that the clothing doesn't sag there. Also, you have to weld the mesh, which I struggle with because there's no program that does it perfectly.
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! REPORT
For this type of pose, the dynamic version is the closest to reality 
But that doesn't disqualify dForce in any way.

But that doesn't disqualify dForce in any way.
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! REPORT
LOL there's nothing easy about D Force. I've been on Daz since right before the first G9 figures appeared
and I've never gotten D Force to do anything it's supposed to do.
It either does nothing or it makes Daz lock up and crash.
I just spent the last MONTH experimenting with it again with the same results.
So if I know for sure ahead of time that something is D Force only, hard pass.
and I've never gotten D Force to do anything it's supposed to do.
It either does nothing or it makes Daz lock up and crash.
I just spent the last MONTH experimenting with it again with the same results.
So if I know for sure ahead of time that something is D Force only, hard pass.
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! REPORT
Pushee-Ri
Karma: 52,652
Sun, Jun 14Don't give up 
Whether you want to create something yourself with dForce or use pre-made dForce objects, there are examples for both that you can use as templates or test out. I have two dForce freebies that work without a hitch. Give them a try, if you haven't gotten too frustrated with dForce yet
https://www.renderhub.com/pushee-ri/cloak-89-dforce-doodle-for-genesis-8-and-9-female
https://www.renderhub.com/pushee-ri/psr-test-skirt-for-gf8

Whether you want to create something yourself with dForce or use pre-made dForce objects, there are examples for both that you can use as templates or test out. I have two dForce freebies that work without a hitch. Give them a try, if you haven't gotten too frustrated with dForce yet

https://www.renderhub.com/pushee-ri/cloak-89-dforce-doodle-for-genesis-8-and-9-female
https://www.renderhub.com/pushee-ri/psr-test-skirt-for-gf8
guy91600
Karma: 19,574
Sun, Jun 14With a bit of luck, a clothing simulator with AI might produce a result closer to the real world, since the idea behind 3D is to get as close as possible.
I know you didnt ask for that, but:
wouldnt be a morph the better solution?
wouldnt be a morph the better solution?
REPLY
! REPORT
DoroThee237
Karma: 18,496
Mon, Jun 15Yes, that's probably the best solution, but who should do the morphing:
The clothing designer?
The person who created the image?
Perhaps there are tools that can correct this kind of problem once the simulation is complete!
The clothing designer?
The person who created the image?
Perhaps there are tools that can correct this kind of problem once the simulation is complete!
KuraiKya
Karma: 21,389
Mon, Jun 15Good question.
*if* I would be the one who would make clothes with… rivate parts“ ich would do first the shorts with the base model and private parts in default pose- save them and export. Than use a base model with ktive“ private parts let the pants react and save/ export that as the morph. With a big fat warning about morphs for the private parts etc..
*if* I would be the one who would make clothes with… rivate parts“ ich would do first the shorts with the base model and private parts in default pose- save them and export. Than use a base model with ktive“ private parts let the pants react and save/ export that as the morph. With a big fat warning about morphs for the private parts etc..
DoroThee237
Karma: 18,496
Mon, Jun 15Merci pour la proposition de métode pour résoudre ce genre de problème, mais ce serait quand même plus simple s'il y avait 2 versions de genesis une version non sexuée comme actuellement et une version sexuée. Je pense que cela résolverait bon nombre de problèmes.
Pour résumer ma pensée au final il y aurait 4 versions de genesis
Genesis Female, Genesis Male comme actuellement
Genesis FemaleXX, Genesis MaleXY
Pour résumer ma pensée au final il y aurait 4 versions de genesis
Genesis Female, Genesis Male comme actuellement
Genesis FemaleXX, Genesis MaleXY
KuraiKya
Karma: 21,389
Mon, Jun 15Uhmmm....
My Translator is down. But i think you wanted to say G9 needs 2 parts for the sexuell parts?
My Translator is down. But i think you wanted to say G9 needs 2 parts for the sexuell parts?
DoroThee237
Karma: 18,496
Mon, Jun 15the translation of my previous message
Thank you for the proposed method to solve this kind of problem, but it would still be simpler if there were two versions of Genesis: a non-sexual version, as currently exists, and a sexual version. I think that would solve many problems.
To summarize my thinking, there would ultimately be four versions of Genesis:
Genesis Female, Genesis Male, as currently exists;
Genesis FemaleXX, Genesis MaleXY
Thank you for the proposed method to solve this kind of problem, but it would still be simpler if there were two versions of Genesis: a non-sexual version, as currently exists, and a sexual version. I think that would solve many problems.
To summarize my thinking, there would ultimately be four versions of Genesis:
Genesis Female, Genesis Male, as currently exists;
Genesis FemaleXX, Genesis MaleXY
I think there's a real problem with dForce; it's not normal that the clothing lengths aren't respected when the simulation is finished. This is the case with this example, but also with skirts, dresses, and sometimes tops.
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! REPORT
Pushee-Ri
Karma: 52,652
Mon, Jun 15@Doro
There are various factors at play here - after all, dForce is just the 'servant' who carries out orders. In addition to the mesh structure and any vertex clumping (i.e., uneven distribution of vertices), the dForce settings ('orders') play an important role.
There are several 'Stiffness' controls that produce different results depending on how they are combined. And since success or failure is closely tied to the object’s mesh, there are no (or very few) universal rules.
In other words, for each 3D object, developers must try to find the best combination of sliders.
There are various factors at play here - after all, dForce is just the 'servant' who carries out orders. In addition to the mesh structure and any vertex clumping (i.e., uneven distribution of vertices), the dForce settings ('orders') play an important role.
There are several 'Stiffness' controls that produce different results depending on how they are combined. And since success or failure is closely tied to the object’s mesh, there are no (or very few) universal rules.
In other words, for each 3D object, developers must try to find the best combination of sliders.












