I wonder if I do something wrong: all the time when I simulate a garment in MD and export it I am struggling with a low quality of the result. For example I simluated a shorts with a particle distance of 5 for all pattern parts and the result shows many artefacts. When I simulate the same garment with a particle distance of 2 everything looks very smooth but a particle distance of 2 seems way to dense.
Is there something I can do? Or do I need to create a high poly mesh with particle distance 2 and a low poly model with a higher particle distance and bake some normal maps?
If possible, check the size of the avatar and the clothes you are working with. An excessive or small size can affect the quality of the animation.
Could you add an image of your project to have more information regarding the properties of the models?
A particle distance of 3 mm is too much. With a distance of 10 (with quadrangular mesh) or 5 (triangular mesh), it would be more than enough to achieve a detailed simulation.
Best regards,
Marvelous Designer Support Team
Thank you for your response. I'll try to attach some screenshots.
Here just to see - this is the result after simulation with a particle distance of 5 displayed in Blender 3d viewport:
Size of avatar: I wanted to create a sports shorts for Daz3d studio so I imported a Genesis 8 male base (G8) figure into MD. I think I am aware of the avatar size - I added the default avatar of MD to the project to check the size and it seems to me that my G8 figure has the correct size:
Here are the settings from the avatar size editor - it seems that something is not so well?!
I also add a screenshot of the sumulation properties in case that might help:
Thank you very much in advance for your affords
The properties and size look fine.
Can't tell from the Blender's user perspective, but I can tell from Maya's perspective. Hope it helps you out. Once you import the garment with the animation cache, subdivide the mesh. With MD you will get the physical properties and behavior of the fabric, and with Blender/Maya, you will get the final smoothness of the garment.
Maps from the MD file should be used on the mesh smoothed on Blander/Maya.
That's why 3 mm particle density is too much, you shouldn't overcharge the mesh in MD as you are going to increase its density in your software of choice for the final compo.
Best regards,
Marvelous Designer Support Team
Thank you for your explanations... they add some information that are new to me and I would kindly ask you to clearify them for m. Nevertheless I exported the garment again with a particle distance of 10 and it looks way better now. For whatever reason... turning on "Shade smooth" in Blender seemed to help additionally
1.) You say "animation cache" and "physical properties"... I exported just an OBJ file so I wonder what you mean with that. As far as I know OBJ is just the mesh data and when I import it I simply have a mesh. For sure there is no animation - but is there some kind of physical data stored in the background for further (physical) simulations within Blender?
2.) you write "Maps from the MD file should be used on the mesh smoothed on Blander/Maya." - do you mean the texture maps? What is there role with regards to this particular problem? As the visual problem appeared in solid view - without textures - I wonder if you mean any other kind of maps
Refer to Maps, I mean you can use the maps you get from export on the mesh with subdivisions in Blender/Maya. In case you exported the maps.
OBJ has only Geomtric and UV data
FBX models have uv data, joints, skinning information, animations, multiple takes of animation in one file, curves, and even embed texture files.
If you just want to render a posed garment, forget about the cache and the animation cause there is none needed. As I said above, a mode 3 (on Maya) will improve the look of the garment. Is a smooth preview of the garment.
Okay... thank you for these clarifications... 3d is still totally new to me and every explanation (like yours) I get really help me to understand more.
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