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"Janet" <par### [at] att net> schreef in bericht
news:web.464d04a837a6b451102f620@news.povray.org...
>
> I subdivided this mesh that I posted and did a cloth simulation on it as a
> long skirt. I also tried the same type of cloth simulation with another
> mesh that was made of quads (rectangles). This mesh draped in a much more
> interesting way than the quad mesh did. The quad mesh draped fine, but in
> a
> very ordinary way.
Yes, that is what I expected to happen indeed. Good to know!
> So, more experimenting... This is fun, now that I got the
> "hang" of it.
<grin> It is fun. I must say that it all seems easier than I thought at the
start. However, there is the more challenging stuff still ahead, but I
expect that by taking one step at the time it will become comprehensive. It
is worth the effort and time too (Hear! Hear!) as it increases tremendously
the possibilities for all kinds of scenes, without being bound to the set of
clothes we are provided with by Poser, good for a start, no doubt, but still
limited.
> Hmm, yeah, a flat mesh is good if it works for what you're doing. The flat
> ones are so easy to UV map too. I don't think I could achieve the
> irregularity on a 3D mesh in Blender, although someone else might know how
> to.
Well, now that I have found out how Silo works with uv mapping, any object
becomes easy because you can cut it up in as many (flat) pieces as you want.
That does not solve the irregularity issue of the mesh of course. Hmm.. I
have to think further along this line too...
Interesting! I am now digging into Poser as well as Silo at the same time
:-) And I shouldn't forget that Silo's topology brush is perfect for
designing clothes rapidly!
Thomas
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