Softbody with HD mesh?
Hi there. New here and am very grateful for this plugin since it has sped up my workflow a lot, so thank you for that!
Just wondering if there is a specific way to use the softbody setup that comes with the plugin with HD level 2 mesh? When I apply it to level 2 the breast/stomach comes apart. Subd1 looks fine.
I looked for answers on here but couldn’t find any, sorry if this has been answered before.
Thanks.
Comments (11)
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@Thomas can you make the “add softbody“ tool set the multires viewport level to zero so we can close this one ?
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@Thomas please let me know if there’s any reason why you didn’t fix this or if something is not clear. So I can close this one.
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repo owner Fixed in last commit. However, I’m unsure if this is the right way to do it. Subsurf modifiers are moved to the top of the modifier stack, after softbody and corr smooth. Perhaps we should do the same thing with multires.
I’m also thinking about moving the button. I had forgotten where it was and looked in the Simulations panel, which seems to be a more natural place for it. Probably it is in the Finishing section because softbody must be added before geografts are merged.
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reporter Just want to add that I am using octane render and I think it mainly pulls data from the viewport, so to get the hd mesh to work for my render I moved softbody above multires for being able to see the hd mesh working in my animation on export. Not sure if this information is perfectly accurate as I am not extremely experienced in blender but it wound up working for me. Thanks again for your effort and help.
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Commit c4f06c7 works fine.
@Thomas I agree that softbody makes more sense in the simulation section. As for multires vs subdivision, we want the softbody surface deform to act on the base mesh. The difference is that multires “unsubdivides“ the mesh, so it makes sense before softbody, so that softbody acts on the base mesh. While subdivision makes sense after softbody, so that softbody acts on the base mesh.
@JR For the reason explained above to move softbody above multires is wrong, because this way the surface deform will act on the HD mesh. I don’t know about octane, but cycles uses a separate subdivision for viewport and rendering and this is what multires is for. If octane doesn’t support the multires modifier for some reason this is not our concern.
If there’s nothing to add I’ll mark as resolved.
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update. I see that when we import a HD mesh the viewport subdivision is the same as daz studio. This makes sense for subdivision but not for multires. I mean when we export to HD we’re forced to set the viewport subdivision to bake the dbz. But then in blender the viewport subdivision should be zero by default, this is also what multires is for, to allow fast animation in the viewport while retaining the HD details for rendering. So I’d set the viewport subdivision as zero, always, when we import a HD mesh.
Please @Thomas let me know what you think, so I’ll mark as resolved anyway since this is minor.
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repo owner Sorry but I don’t get it. No subsurf modifier is generated for the multires mesh, and I don’t touch the number of subdivisions under Simplify.
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I’m talking about the multires subdivision. It makes sense for the viewport to always be zero imo, because this is what multires is for to speed up animation. May be we should set the sculpt to zero too, if the user wants to sculpt then he can set the desired level. This is minor though. Let me know.
steps:
- import a HD figure
- set the sculpt and viewport subdivisions to zero for multires
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repo owner Fixed in last commit. I left the sculpt level, since I imagine that people who sculpt always check the level anyway.
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- changed status to resolved
Commit 605d529 works fine.
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For softbody to work with HD figures the viewport multires must be zero. Otherwise the corrective smooth will not work and also surface deform works better and faster on the base mesh. The HD details will be visible in rendering.
This needs to be fixed since the softbody
#828was not tested with HD.