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bullet physics (clothes) and octane

PostPosted: Sat Jun 16, 2018 1:33 pm
by gsfcreator
Hi there, people. need some help.

I'm integrating some bullet physics into my renders (stills/animations) and I noticed that octane doesn't catch the changes physics applied to the clothes. this is extremely important for my work, since I need to apply
changes to cloth materials I can't apply without using BP.

example: a pair of socks after BP simulation in preview:

BP1.png


and when I render, as if no physics have been applied :( (I'm with subdivision - 2 on the socks):

BPoctane.png

Re: bullet physics (clothes) and octane

PostPosted: Mon Jun 18, 2018 1:03 pm
by face_off
When BulletPhysics for Poser was first introduced I raised this as an issue with Smith Micro. It would seem it has not been fixed. OctaneRender for Poser simply gets the vertex positions from Poser - so if Poser is not provided the physics deformed vertices, it cannot render the meshes accurately.

Paul

Re: bullet physics (clothes) and octane

PostPosted: Mon Jun 18, 2018 1:51 pm
by gsfcreator
wow. those are sad news. I guess its been a while since you brought that up (a few years?) so there's no hope for a fix :( (and superfly is just absurdly slow).

a question: I am still (very) new to DAZ3d, but do you have any idea if they got a similar physics engine, and if so - does octane for DAZ get the vertex deformations properly there?

Re: bullet physics (clothes) and octane

PostPosted: Mon Jun 18, 2018 11:02 pm
by face_off
do you have any idea if they got a similar physics engine, and if so - does octane for DAZ get the vertex deformations properly there?
I'm not sure - sorry. You will need to ask in the DAZStudio forum here.

Paul