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Lonnie wrote:
> It took about 15 minutes of typing from the germ of the idea to the start of
> rendering, but before the first pixel was written I realized how messed up
> this would be. No I don't mean the edge - that's simple to fix. I mean
> the fabric is only distorted in the y direction. Perfectly elastic, not at
> all real world behavior. A quick and dirty fix would be to "normalize" the
> intersections (nodes) of the crossing splines by estimating
> the real length of each x and z spline, then adjusting spacing by the mean.
> I may render that version just for fun, and to test out some arrays I need
> later. The right way to do this is tensor analysis. Yipes! Multilinear
> algebra, but doable. Elasticity is a fourth rank tensor, which relates
> stress and strain on the thread (and therefore stretchtng and warping.)
> Friction with the underlaying surface needs to be factored in, as well as
> gravity, mass of the thread, and the dynamics of how the cloth landed in
> the first place, which is where I'll start with coordinate transformations.
> Any thoughts and suggestions (HELP!) welcome .
I have hard that simulating cloth via a network of springs and masses is
a fruitful way to go. YMMV.
Regards,
John
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