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16 Apr 2024 13:50:00 EDT (-0400)
  DAZ and megapov's simcloth (Message 1 to 9 of 9)  
From: regdo
Subject: DAZ and megapov's simcloth
Date: 21 Jan 2005 18:50:21
Message: <41f1953d$1@news.povray.org>
Hi.
Has anyone succeeded in putting a piece of cloth on a character exported 
from DAZ ?
I tried to put a square of tissue on the arm of Michael, but the cloth 
goes through the arm, and is stopped by its lower side.
Ideas ?


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From: Tim Cook
Subject: Re: DAZ and megapov's simcloth
Date: 21 Jan 2005 21:22:41
Message: <41f1b8f1$1@news.povray.org>
regdo wrote:
> Hi.
> Has anyone succeeded in putting a piece of cloth on a character exported 
> from DAZ ?
> I tried to put a square of tissue on the arm of Michael, but the cloth 
> goes through the arm, and is stopped by its lower side.
> Ideas ?

invert normals?

-- 
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean

-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------


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From: regdo
Subject: Re: DAZ and megapov's simcloth
Date: 22 Jan 2005 04:53:38
Message: <41f222a2@news.povray.org>
Tim Cook wrote:
> invert normals?
> 
I tried "inverse" in the declaration of the object, but it has no 
effect. Is it the right way to do it ?


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From: regdo
Subject: Re: DAZ and megapov's simcloth
Date: 26 Jan 2005 05:07:27
Message: <41f76bdf$1@news.povray.org>
regdo wrote:
> Tim Cook wrote:
> 
>> invert normals?
>>
> I tried "inverse" in the declaration of the object, but it has no 
> effect. Is it the right way to do it ?
No way to make it work with the mesh. It seems to work with a cone. The 
question is : the doc says it must be used on "object with well-defined 
interior". Does that mean that a mesh is not an object with well-defined 
interior ? Does anyone know what, technically, is behind that definition ?
If it's a mathematically solid shape, that features loses much of it's 
interest to me. But I have already seen renders of cloth on people 
(don't remember where, tough). How did they do ? *sigh*


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From: Jeremy M  Praay
Subject: Re: DAZ and megapov's simcloth
Date: 26 Jan 2005 13:58:36
Message: <41f7e85c$1@news.povray.org>
"regdo" <reg### [at] wanadoofr> wrote in message 
news:41f76bdf$1@news.povray.org...
> regdo wrote:
>> Tim Cook wrote:
>>
>>> invert normals?
>>>
>> I tried "inverse" in the declaration of the object, but it has no effect. 
>> Is it the right way to do it ?
> No way to make it work with the mesh. It seems to work with a cone. The 
> question is : the doc says it must be used on "object with well-defined 
> interior". Does that mean that a mesh is not an object with well-defined 
> interior ? Does anyone know what, technically, is behind that definition ?
> If it's a mathematically solid shape, that features loses much of it's 
> interest to me. But I have already seen renders of cloth on people (don't 
> remember where, tough). How did they do ? *sigh*

Anymore, I use Poser 5 to model cloth simulations.  I have played with the 
simcloth patch, however, but I don't think I used it on a mesh, so my answer 
may not be completely accurate.

There are a few tricks you can try.  You can make portions of the model 
non-visible within Poser or DAZ|Studio (I believe).  Or, you can 
"difference" out portions of the model where their skin sticks through.  Or, 
you can make your cloth slightly larger (scale 1.1).  Or, you can offset the 
cloth by a certain amount.

-- 
Jeremy
www.beantoad.com


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From: Le Forgeron
Subject: Re: DAZ and megapov's simcloth
Date: 27 Jan 2005 02:10:56
Message: <Xns95EB533C855A2jgrimbertmeandmyself@203.29.75.35>


> regdo wrote:
>> Tim Cook wrote:
>> 
>>> invert normals?
>>>
>> I tried "inverse" in the declaration of the object, but it has no 
>> effect. Is it the right way to do it ?
> No way to make it work with the mesh. It seems to work with a cone.
> The question is : the doc says it must be used on "object with
> well-defined interior". Does that mean that a mesh is not an object
> with well-defined interior ? Does anyone know what, technically, is
> behind that definition ? If it's a mathematically solid shape, that
> features loses much of it's interest to me. But I have already seen
> renders of cloth on people (don't remember where, tough). How did they
> do ? *sigh* 

Did you look instead at the 'inside_vector' option for the mesh ?
It's section 3.4.2.3.1 of Pov-doc 3.6.1.
Maybe that would give your mesh the solidness it need...
Your mesh should be closed, nevertheless.

-- 
This is an unauthorised cybernetic announcement.

When someone says "I want a programming language in which I need only
say what I wish done," give him a lollipop.


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From: regdo
Subject: Re: DAZ and megapov's simcloth
Date: 27 Jan 2005 15:53:53
Message: <41f954e1$1@news.povray.org>
Jeremy M. Praay wrote:


> There are a few tricks you can try.  You can make portions of the model 
> non-visible within Poser or DAZ|Studio (I believe).  Or, you can 
> "difference" out portions of the model where their skin sticks through.  Or, 
> you can make your cloth slightly larger (scale 1.1).  Or, you can offset the 
> cloth by a certain amount.
> 
Thanks for your answer.
Let me be more precise : The effect I wanted is a piece of cloth on the 
arm of the character (the one you lay on on the beach, I can't remember 
the english name.). So I made him put his arm horizontally, in front of 
him, defined the cloth piece as a rectangle laying on top of it 
(actually, over it, to be sure it would not be partly inside the mesh) 
and let it drop on the arm. The only part of the body exported from 
poseray was the arm. Its skin is obviously the right way (at least 
according to the normals I can see in poseray, I'm not skilled enough to 
determine it "by eye" just looking at the mesh statement). That's why I 
don't understand why the top part of the arm is "transparent" to the 
cloth (and furthermore why the *bottom* part of it is not !). I have 
absolutely no idea of what went wrong on that unsuccessful try, and can 
see no way to get rid of that stupid effet.
A cone approximating the arm give a good result, but it lacks the 
bumpness if the "real" arm. It does not give the effect I wanted. For 
now, I have abandoned that part to concentrate on other features of my 
scene, but I loved that idea and am really disappointed I could not 
realize it.
Is there any difference between a poser5-exported character and a 
DAZ-exported one ? I thought there would not, at least from the "mesh" 
point of view.
Though I do plan to buy Poser, I'll have to wait a little : it's not as 
cheap as DAZ (and much more complex) !


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From: regdo
Subject: Re: DAZ and megapov's simcloth
Date: 27 Jan 2005 16:09:07
Message: <41f95873@news.povray.org>
Le Forgeron wrote:
> Did you look instead at the 'inside_vector' option for the mesh ?
> It's section 3.4.2.3.1 of Pov-doc 3.6.1.
> Maybe that would give your mesh the solidness it need...
> Your mesh should be closed, nevertheless.
> 

Thanks for your answer. I did not know that feature, which could be 
interesting.
The problem is I can't be sure the mesh is really closed (especially if 
I export only part of the character from poseray, which is what I did : 
only the arm interested me, but the full character gives the same 
results). I (stupidly ?) thought that the "interior" or "exterior" faces 
of a mesh triangle was given by the normals, exterior being the 
half-space including them for each triangle.
The inside_vector seems to be unique for a given mesh. Do you think it 
could work if I put it at <0,-1,0> ?
In that case, will the top part of the arm should work right, but what 
about the side parts ?
Could anyone share a sample code with a really 3d mesh (not like the 
examples of the simcloth feature) which make use of inside_vector ?

Thanks for your help.


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From: Jeremy M  Praay
Subject: Re: DAZ and megapov's simcloth
Date: 27 Jan 2005 20:26:29
Message: <41f994c5$1@news.povray.org>
I think I understand what you're saying now.  My fault for misinterpreting 
your original post.

So, the cloth is completely falling through the top part of the arm...  You 
might get a better response by posting in povray.unofficial.patches.

As far as inverted normals, I've had strange things happen when converting 
OBJ files from one program to another.  It's entirely possible that 
DAZ|Studio and Poser do not export their OBJ's in a similar format, but I 
have no direct knowledge either way.

-- 
Jeremy
www.beantoad.com


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