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6 Oct 2024 15:23:05 EDT (-0400)
  fabric simulation (Message 4 to 13 of 53)  
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From: Anthony D  Baye
Subject: Re: fabric simulation
Date: 8 Jan 2015 00:05:00
Message: <web.54ae0feed1f9e5adbd92286f0@news.povray.org>
"jhu" <nomail@nomail> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> > it would be awesome if povray had this:
> > http://www.cs.cornell.edu/projects/ctcloth/
> >
> > unfortunately, it would require a database of df3 files -- micron-resolution MRI
> > scans of cloth swatches...
> >
> > but the results are just fantastic.
> >
> > Regards,
> > A.D.B.
>
> Meh, easier to just use Blender's cloth simulator. Come to think of it, I think
> the old Megapov had some sort of cloth simulating thing.

I find Blender to be a massive pain to use.  I can't import my models into it
from povray, which is the only place I ever create models, and the interface is
a clunky mass of mystery meat.

Aside from that, you're left trying to find a triangle resolution that doesn't
leave the surface looking patchy.

I tried using Megapov's cloth simulator, once, and felt that there were way too
many parameters.

And lastly, sometimes it's more fun to do things the hard way, and sometimes,
the hard way is actually better than the easy way.

but, as you will.

I posted the link because I found the article interesting.

Regards,
A.D.B.


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From: jhu
Subject: Re: fabric simulation
Date: 8 Jan 2015 01:00:00
Message: <web.54ae1bf2d1f9e5add19b0ec40@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:

> I find Blender to be a massive pain to use.  I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.

It's a clunky mess because you're not used to it. That will be the same no
matter what program you use (AutoCAD, Maya, 3D Studio Max, etc.).

>
> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.

You can use smooth shading. This gives good results even at low mesh
resolutions.

>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.

Cloth is pretty complex. If Povray were to integrate what you linked, there will
unlikely be less parameters.


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From: jhu
Subject: Re: fabric simulation
Date: 8 Jan 2015 01:15:01
Message: <web.54ae1fe0d1f9e5add19b0ec40@news.povray.org>
Take a look at what I whipped up in < 5 minutes (cloth simulation + export to
Povray + render in Povray).

http://news.povray.org/povray.binaries.images/thread/%3Cweb.54ae1f35e1e1e369d19b0ec40%40news.povray.org%3E/


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From: Stephen
Subject: Re: fabric simulation
Date: 8 Jan 2015 02:17:31
Message: <54ae2f0b@news.povray.org>
On 08/01/2015 05:04, Anthony D. Baye wrote:
> I find Blender to be a massive pain to use.I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.
>

The interface is a lot better than it was.

Bishop3D can import a subset of SDL. But it only works with version 3.6
It is now freeware.


> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.
>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.
>

You really need a lot of parameters. I use Poser's Cloth room and that 
has a score or more.

> And lastly, sometimes it's more fun to do things the hard way, and sometimes,
> the hard way is actually better than the easy way.
>

There we differ. :-)

> but, as you will.
>
> I posted the link because I found the article interesting.

I thought it was interesting and the results outstanding.
You could, with a lot of work, create your own "CT" scan as a df3. Using 
PovRay.

-- 

Regards
     Stephen


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From: Mr
Subject: Re: fabric simulation
Date: 8 Jan 2015 03:00:01
Message: <web.54ae37f2d1f9e5ad16086ed00@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> "jhu" <nomail@nomail> wrote:
> > "Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> > > it would be awesome if povray had this:
> > > http://www.cs.cornell.edu/projects/ctcloth/
> > >
> > > unfortunately, it would require a database of df3 files -- micron-resolution MRI
> > > scans of cloth swatches...
> > >
> > > but the results are just fantastic.
> > >
> > > Regards,
> > > A.D.B.
> >
> > Meh, easier to just use Blender's cloth simulator. Come to think of it, I think
> > the old Megapov had some sort of cloth simulating thing.
>
> I find Blender to be a massive pain to use.  I can't import my models into it
> from povray, which is the only place I ever create models, and the interface is
> a clunky mass of mystery meat.
>
> Aside from that, you're left trying to find a triangle resolution that doesn't
> leave the surface looking patchy.
>
> I tried using Megapov's cloth simulator, once, and felt that there were way too
> many parameters.
>
> And lastly, sometimes it's more fun to do things the hard way, and sometimes,
> the hard way is actually better than the easy way.
>
> but, as you will.
>
> I posted the link because I found the article interesting.
>
> Regards,
> A.D.B.

Did you know that you can mix existing POV code with your blender scene? just
copy and paste it in the Blender text editor with view properties enabled and
check the "add as POV code" box. It will be integrated with Blender POV Code
seamlessly at render time. It's all explained and demonstrated in the WIKI.

About smooth geometry, the integration of Pixar's opensubdiv is planned for one
of next blender realease, so this should improve it.


jhu, thanks for proving the exporter works. more images are needed to motivate a
community.


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From: Thomas de Groot
Subject: Re: fabric simulation
Date: 8 Jan 2015 03:21:10
Message: <54ae3df6$1@news.povray.org>
From the initial post I got the impression that it was more the cloth 
/texture/ that was the subject than the positioning of same. The later 
can be achieved without too much work using e.g. Blender or Poser; the 
former is - in my view - something much more difficult to achieve, 
especially considering the fine details shown in the zoom images of the 
fabrics presented in the video. It is not a /simple/ layered texture 
using pigment patterns or image patterns. It is something much more 
elaborate.

Thomas


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From: Stephen
Subject: Re: fabric simulation
Date: 8 Jan 2015 04:15:18
Message: <54ae4aa6@news.povray.org>
On 08/01/2015 08:21, Thomas de Groot wrote:
>  From the initial post I got the impression that it was more the cloth
> /texture/ that was the subject than the positioning of same. The later
> can be achieved without too much work using e.g. Blender or Poser; the
> former is - in my view - something much more difficult to achieve,
> especially considering the fine details shown in the zoom images of the
> fabrics presented in the video. It is not a /simple/ layered texture
> using pigment patterns or image patterns. It is something much more
> elaborate.
>

That's what I thought.


-- 

Regards
     Stephen


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From: jhu
Subject: Re: fabric simulation
Date: 8 Jan 2015 10:35:00
Message: <web.54aea316d1f9e5add19b0ec40@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> From the initial post I got the impression that it was more the cloth
> /texture/ that was the subject than the positioning of same. The later
> can be achieved without too much work using e.g. Blender or Poser; the
> former is - in my view - something much more difficult to achieve,
> especially considering the fine details shown in the zoom images of the
> fabrics presented in the video. It is not a /simple/ layered texture
> using pigment patterns or image patterns. It is something much more
> elaborate.
>
> Thomas

A lot of that can be approximated using textures instead. While what they do is
pretty neat, there's always some trick to be able to get a similar effect that
they did.


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From: Mr
Subject: Re: fabric simulation
Date: 8 Jan 2015 12:35:01
Message: <web.54aebf73d1f9e5ad75569c730@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> On 08/01/2015 08:21, Thomas de Groot wrote:
> >  From the initial post I got the impression that it was more the cloth
> > /texture/ that was the subject than the positioning of same. The later
> > can be achieved without too much work using e.g. Blender or Poser; the
> > former is - in my view - something much more difficult to achieve,
> > especially considering the fine details shown in the zoom images of the
> > fabrics presented in the video. It is not a /simple/ layered texture
> > using pigment patterns or image patterns. It is something much more
> > elaborate.
> >
>
> That's what I thought.
>
>
> --
>
> Regards
>      Stephen

Sorry for the off topic drift then. So would this be something similar to the
cloth shading models that Luxrender and Mistuba offer? from the following page
it looks like the renderer used for the paper was Mitsuba
http://www.mitsuba-renderer.org/devblog/2012/05/mitsuba-used-in-siggraph-2012-technical-papers/
And since both these renderers are blender centric, you can indeed achieve these
effects from Blender.


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From: Stephen
Subject: Re: fabric simulation
Date: 8 Jan 2015 13:43:05
Message: <54aecfb9@news.povray.org>
On 08/01/2015 17:33, Mr wrote:
> Stephen <mca### [at] aolcom> wrote:
>> On 08/01/2015 08:21, Thomas de Groot wrote:
>>>   From the initial post I got the impression that it was more the cloth
>>> /texture/ that was the subject than the positioning of same. The later
>>> can be achieved without too much work using e.g. Blender or Poser; the
>>> former is - in my view - something much more difficult to achieve,
>>> especially considering the fine details shown in the zoom images of the
>>> fabrics presented in the video. It is not a /simple/ layered texture
>>> using pigment patterns or image patterns. It is something much more
>>> elaborate.
>>>
>>
>> That's what I thought.
>>
>>
>> --
>>
>> Regards
>>       Stephen
>
> Sorry for the off topic drift then. So would this be something similar to the
> cloth shading models that Luxrender and Mistuba offer? from the following page
> it looks like the renderer used for the paper was Mitsuba
>
http://www.mitsuba-renderer.org/devblog/2012/05/mitsuba-used-in-siggraph-2012-technical-papers/
> And since both these renderers are blender centric, you can indeed achieve these
> effects from Blender.
>
>

Get thee behind me...

;-)

I thought it would be more suited for Blender.
Some of the images in your link are the same as in A.D.B.'s. So I guess 
you are right. :-)


-- 

Regards
     Stephen


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