POV-Ray : Newsgroups : povray.binaries.utilities : Cloth Sim problems : Re: Cloth Sim problems Server Time
17 Jun 2024 11:12:47 EDT (-0400)
  Re: Cloth Sim problems  
From: Jérôme M  Berger
Date: 2 Mar 2001 05:43:47
Message: <3A9F7961.8000408@iname.com>
Andy Cocker wrote:

 > However, I the problems I have come across are:
 >
 > 1/  The cloth always seems to resemble a thin rubber membrane. What
 > settings should I use to model a heavy curtain?
 >
	I'm not sure, since I haven't made enough tests to find parameters that 
would do it. Using a shear of 2 seems a bit too much, especially since 
you've kept the default value of 0.05 for the stiffness (shear has a 
side effect on the apparent stiffness unfortunately)

 > 2/  The cloth seems to 'vascilate' (correct word?).. to flutter far
 > too much.
 >
	I'm not sure that I see what you mean in the animation you posted, but 
maybe raising viscosity (or damping) will fix that.

 > 3/  The main problem (especially in my anim) is the fact that,
 > rather than slide over the sphere, the cloth adheres to the surface
 >  of the sphere, and then stretches. It seems to make no difference
 > whether I set the friction variable to 0 or 1.
	Sounds like a bug. Could you mail me the complete code (including pov 
script and ini) so that I can run tests please? (mail is better than 
news since I can access it every day whereas I can only read news on 
fridays for the time being)

 >
 > 4/  When I used translate in an anim (placing it last in the cloth 
statement),
 >  the cloth moved about from frame to frame quite unpredictably. Is
 > translate supported within animation? I'm having problems also with
 >  the way the position option works.. but this is more to do with my
 >  not really understanding the syntax required.
 >
	This is normal: when you run the program for the first time, the cloth is 
positionned in its default position (or in the position you specified 
with the "position" statement), then translated and rotated according to 
your specs. Then the simulation is run and the resulting geometry is 
saved to the raw file in its current position (including the effect of 
the translations and rotations). Therefore when you re-read the raw 
file, the cloth has already been translated and if you add a new 
tranlate statement, it is applied again.
	In other words, the easier way to use translate with animation is to only 
use it in the first frame since it will be taken into account in the raw 
file anyway.

		Jerome
-- 

* Abandon the search for truth, * mailto:ber### [at] inamecom
* Settle for a good fantasy.    * http://www.enst.fr/~jberger
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