dForce smoothness issue.
While growing a morphed character with larger breasts into dForce clothing over a timeline, the breasts looks like there's a bowl of grapes under the cloth, it looks terrible. If I conform the clothing directly to the morphed character the cloth is smooth, it doesn't fit naturally, but it's smooth. It's not just the breasts even the hip area bubbles up to a lesser degree.
Smoothing does eliminate this to some degree, sometimes completely, but my thoughts on smoothing is that it shouldn't be doing the heavy lifting, it should only be needed minimally.
If the cloth drapes over like a table cloth it's generally fine, but if it's fitted clothing that needs to stretch, then I get the grape effect.
I've tried "everything" setting low friction, shear, bend stiffness, I've messed with all the settings.
Comments
Are you saying, at the start of the simulation, the character has smaller breast, which are incrised during simulation?
Try to post an image what it looks like at the start of the simulation, and after simulation.
It may also be a weight map issue.
Open the hierarchy of the garment in the Scene pane. Is there a thing parented to it called weight map something or other?
If not, that doesn't mean there isn't one - it just means that we'd need to create one to find out. So if there isn't one there, do this:
If there's a weight map already applied, selecting the weight painting tool will reveal various shades of blue, red and gray and perhaps some in between. If not, perhaps a bit of weight painting can help.
But for now, let's see what you have before we get too into this.
I've messed around with the weight modifier node quite a bit over the years.
Here's an example.
I could understand if it was an issue due to the extreme size, but as you can see in the middle image at frame 6 it's already starting.
My memory isn't the best, but I can't remember this ever being an issue, a year or so ago.
just a guess but it looks like the mesh is triangiulated rather than quads, which makes those pointies stick out as it's trying to stretch.
Subdividing should take care of that though.
Have you tried using Viewport as the collision factor and using high resolution on the figure and the garment?
I know you said you've tried everything... I'm just grasping at straws.
With that sort of thing happening, I would recommend Not lowering the bend and buckle to allow it to bend and buckle more. I'd actually go for default on the bending and buckling until you get this anomaly sorted out.
Once in a while I run into issues with certain things and one of the cures that I try almost immediately is to bring in a similar garment and try that. Many times it's the mesh and how it tried to collide with the underlying mesh that becomes an issue with any cloth simulation.
I'm just hoping that maybe something I say helps jog the cure you're needing.
Definitely looks like a trigon issue though.
It is a Genesis figure that you added dForce Modifier or Smoothing Modifier or both ?
Yeah I've tried all that, just to confirm you can see the settings and the result. The image on the right is the base mesh, in my mind it's high res enough.
Turn off Self Collide first and try, and/or add 0.5 - 1 to Velocity Smoothing, 3 - 5 to Velocity Smoothing Iterations.
Actually you don't have to add dForce mod. to the figure, just use timeline to animate the change of Breasts Size, simple and easy...
The msh is always broken down to triangles for simulation - there is an option in the Geometry Editor to flip the way selected polygons are split, which can be used to minimise issues. I am not sure that is the problem here, however.
A lot Better, at frame 15, but it gets worse in the next 15 while it settles. FYI don't turn off limits and exceed those numbers. What is the general concensus around simulating and smoothing? I prefer to simulate with it turned off, and then turning it on afterwards if needed to help clean up any little issues.
If I simulate with smoothing set to 10 it comes out perfect, turning it off afterwards and it looks terrible.