POV-Ray : Newsgroups : povray.binaries.images : Other Poser 5 tests - Dynamic cloth & wind (80 kbu) : Re: Other Poser 5 tests - Dynamic cloth & wind (80 kbu) Server Time
14 Aug 2024 15:19:36 EDT (-0400)
  Re: Other Poser 5 tests - Dynamic cloth & wind (80 kbu)  
From: Gilles Tran
Date: 7 Oct 2002 12:45:21
Message: <3da1ba21$1@news.povray.org>

3DA1AC8F.A2BFFA2D@gmx.de...
> In all pictures you posted the cloth material seems unnaturally stiff.
> Usual material for such a dress would form very small ripples etc.  From
> the shadow lines it seems the polygon count is really low which would
> partly explain this.

Actually the cloth material was done with the default parameters. There are
lots of them friction, damping, cloth density etc.) and the doc is sparse,
so a lot of testing is required. I guess there will be a nice niche market
for cloth sim parameters and tutorials in the months to come !
The clothes in the P5 library are quite low res and this is probably a
compromise between quality and simulation time. All the simulations were
quite fast, 3-4 minutes each and to be frank I'm quite fascinated by the
cloth wrapping itself around the character (or between the character and the
chair it sits on). Note that it's preferable to start the sim with
everything in a default, simple and symmetrical pose with few
angles/corners. The cloth fits itself on the character and then sort of
follows it until the final pose, though body parts like breasts can poke
through even in the final stages.

I tried a hi-res drape too but quit after 10 minutes or so, and I've read
that people had run hour-long simulations. Possibly, it should be possible
to get the cloth models through a separate app to increase the number of
vertices by surface subdivision and get more flowing models. I suppose that
Amapi could do the trick, or Wings3D. It opens lots of possibilities,
because any 1-sided, non-capped surface can be clothified.

> The way how to design clothes with this would be generating the geometry
> in an unrelaxed and heavily expanded form at some distance from the body
> so arms and legs are at the correct 'hole' position etc. and running some
> gradient descent steps to relax the geometry (starting simulation right
> away would result in heavy movement and problems at the beginning.

One of the links I gave in my first posts tries to describe some of
parameters used by Poser. I repost it below because the previous URL I
posted was mangled.
http://www.attrition.org/~demonika/enmeshed/archives/000053.html#000053
Particularly, there's a variable called Collision Offset that looks like
what you have in mind.

In any case, good luck for your cloth experiments!

G.


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