POV-Ray : Newsgroups : povray.binaries.animations : cloth simulation V2 Server Time
1 Nov 2024 03:14:44 EDT (-0400)
  cloth simulation V2 (Message 1 to 4 of 4)  
From: scott
Subject: cloth simulation V2
Date: 2 Mar 2005 06:26:50
Message: <4225a2fa@news.povray.org>
This is in MPEG1 format made by TMPGEnc, I hope it works for everyone.

Updates since last version:
- Rewritten in C++
- Extra springs added to stop material "folding" too much
- More detailed mesh
- Smaller time step in simulation

This one took about 5 minutes to generate 200 frames, then another 30 mins
or so for rendering.

Still on the list:
- Use RK4 to integrate
- Adaptive simulation time step size
- Add drag force based on surface area perpendicular to velocity


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Attachments:
Download 'scene000.m1v.mpg' (627 KB)

From: Greg M  Johnson
Subject: Re: cloth simulation V2
Date: 2 Mar 2005 07:07:32
Message: <4225ac84$1@news.povray.org>
"scott" <sco### [at] spamcom> wrote in message news:4225a2fa@news.povray.org...
> This is in MPEG1 format made by TMPGEnc, I hope it works for everyone.
>


Yes!  Thanks! cool!


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From: John D  Gwinner
Subject: Re: cloth simulation V2
Date: 3 Mar 2005 13:14:37
Message: <4227540d$1@news.povray.org>
Odd, IrfanView 3.85 couldn't read it - it's best to chose the 'system'
option in TMP, that makes a 'real' MPG file (extension mpg instead of m1v). 
Bottom right hand option. TMPGENC will read it, however.  I used TMPGENC to 
produce a system file, then I could view it.

What are the advantages of this over the CLOTHSIM in POV/MegaPOV?

It looks like there needs to be some damping - it's awfully 'twitchy' after
it mostly settles.

Are you making one step per frame or more?

I've been trying for a while now to get a decent 'metal plate' simulation (I 
have a robot tearing through something), so I've been looking at cloth 
sim's.  So far for most stuff I have to admit I use Poser's cloth sim, it 
seems fairly fast and flexible; of course, it isn't free :(

        == John ==

"scott" <sco### [at] spamcom> wrote in message news:4225a2fa@news.povray.org...
> This is in MPEG1 format made by TMPGEnc, I hope it works for everyone.
>
> Updates since last version:
> - Rewritten in C++
> - Extra springs added to stop material "folding" too much
> - More detailed mesh
> - Smaller time step in simulation
>
> This one took about 5 minutes to generate 200 frames, then another 30 mins
> or so for rendering.
>
> Still on the list:
> - Use RK4 to integrate
> - Adaptive simulation time step size
> - Add drag force based on surface area perpendicular to velocity
>
>
>


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From: scott
Subject: Re: cloth simulation V2
Date: 3 Mar 2005 17:16:29
Message: <42278cbd@news.povray.org>
"John D. Gwinner" <joh### [at] cornelledu> wrote in message
news:4227540d$1@news.povray.org
> Odd, IrfanView 3.85 couldn't read it - it's best to chose the
> 'system' option in TMP, that makes a 'real' MPG file (extension mpg
> instead of m1v). Bottom right hand option. TMPGENC will read it,
> however.  I used TMPGENC to produce a system file, then I could
> view it.

OK I'll remember for next time.

> What are the advantages of this over the CLOTHSIM in POV/MegaPOV?

Probably nothing at the moment, I was mainly using it as a programming 
exercise for myself.  I hope to expand it in the future, and I assume it's 
more flexible than CLOTHSIM because I've written it and it's in C++ :-)

> It looks like there needs to be some damping - it's awfully
> 'twitchy' after it mostly settles.

Yeh, one of the things on my list is to add some damping based on the patch 
velocity.

> Are you making one step per frame or more?

More than one, quite a lot more than one.  BUt this is because it's still 
using the standard quick'n'dirty integration method.  I plan to use RK4 and 
use adaptive time-step, this should make the sim a fair bit quicker and 
perfectly stable.

> I've been trying for a while now to get a decent 'metal plate'
> simulation (I have a robot tearing through something), so I've been
> looking at cloth sim's.

Hmm that's a tricky one, I guess you just need a *really* stiff cloth, and 
one where the nodes will split if the forces get above a certain amount. 
THis is something I plan to do with mine, it should be quite easy to just 
spawn the node into 2 if it is being "stretched" above a certain amount. 
This should (hopefully) cause some realistic tearing.

I've also been thinking a bit about adaptive patch sizes, could be quite 
interesting...

OK, enough talking, back to some "doing".

> So far for most stuff I have to admit I
> use Poser's cloth sim, it seems fairly fast and flexible; of
> course, it isn't free :(
>        == John ==
>
> "scott" <sco### [at] spamcom> wrote in message
> news:4225a2fa@news.povray.org...
>> This is in MPEG1 format made by TMPGEnc, I hope it works for
>> everyone. Updates since last version:
>> - Rewritten in C++
>> - Extra springs added to stop material "folding" too much
>> - More detailed mesh
>> - Smaller time step in simulation
>>
>> This one took about 5 minutes to generate 200 frames, then another
>> 30 mins or so for rendering.
>>
>> Still on the list:
>> - Use RK4 to integrate
>> - Adaptive simulation time step size
>> - Add drag force based on surface area perpendicular to velocity


Post a reply to this message

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