PDA

View Full Version : SPD and Cloth?


mmhnemo
09-07-2004, 09:24 AM
Hello there,

playing with the R9 demo i find it impossible to simulate cloth on displaced geometry.
I can understand that id need actual geometry for this but it somehow defeats the whole idea of animating a character. Id want to animate the low polygon character with cloth and put on displacement on rendertime.
Is there a workaround or am i missing something?

mmhnemo
09-08-2004, 06:44 AM
No takers?

Is retargeting the animation on the high poly character and running the clothsim there the only solution?
I am quite lost here people - please someone shed some light onto this.
I just cant imagine running a cloth sim with a 3+ million poly character.

Srek
09-08-2004, 07:05 AM
Works fine here. Do you have a screenshot or better description on what is happening?
Cheers
Srek

LucentDreams
09-08-2004, 07:13 AM
displaced a in SPd or HN?

Two diffeent solutions are needed but they both suffer from the same problem

HN doens't produce real geometry so the cloth only reacts with the lowres. if your mesh is fairly close to the final subdivision, like only one level off then its usually no biggy. If not you may need to HN subdivide your object once manually so that it has more detail, this will slow down animation though, but the higer res mesh also acts as a better more accurate collider object.

As for SPD, there isn't any current built in solution, but remotion and Darf boith had plugins available that showed displacements in the editor using a modifier this can be cached.

Best result is basiclally what you touched on, have a skinned version that has no IK but is retargetting from the original lower res rig with IK. This way animating is sitll efficient, then you can retarget, cache, then delete the highres and render with the lowres again.

Hope that helps

Srek
09-08-2004, 07:25 AM
http://www.bonkers.de/download/cl_spd.mov

The usual cloth on ball with some SPD. Regardless if you use HyperNURBS or ClothNURBS, it should work. SPD will work with any generated geometry, only cloth will need poygonal objects.
Cheers
Srek

mmhnemo
09-08-2004, 08:45 AM
Hi Srek and Kaiskai,

thanks for your input. I should be more precise when asking questions and i try hard to but im not native english so i need to be extra careful ;)
Of course i meant to displace the collider object (e.g. character) - the other way around works mighty well.

Here i attached a little picture to explain what i initially had in mind.

I guess retargeting, caching and simulating is the way to go. Although a little cumbersome it will get the job done (someday *g*).

Another idea i had while playing with the demo was to change the displacement range to mostly match the low-polygon boundaries and displace inwards -> the model will shrink but that seems to be a quick workaround and can be fixed.
Really thick clothnurbs help to cover glitches aswell. Last resort is to do PLA on the few frames left that need fixing.

Thanks and regards

Srek
09-08-2004, 09:12 AM
Ok, yes this won't work. The main problem is that displacement is only calculated at rendertime and can not be taken into account during cloth simulation. Maybe you can adjust the eps values so the cloth will keep a distance and no intersection occurs, but the cloth will never conform the displaced geometry.
Cheers
Srek

Venkman
09-08-2004, 04:34 PM
It may not work in SPD, but he can do it using normal displace maps and hypernurbs, right? One of the advantages that SPD had was that it was fast in the viewport (only calc at render time), but if you displace the actual geometry it may work

InTheCity
09-08-2004, 04:39 PM
Couldn't you scale a second object slightly bigger than the original and just hide it?

You can always fake these things.

Srek
09-08-2004, 06:02 PM
It may not work in SPD, but he can do it using normal displace maps and hypernurbs, right? One of the advantages that SPD had was that it was fast in the viewport (only calc at render time), but if you displace the actual geometry it may work
No it won't, displacement is only calculatet at rendertime and will not behave like deformed geometry regardless if it is SPD or the old geometry displacement.
Cheers
Srek

LucentDreams
09-08-2004, 06:06 PM
again only solution currently for displacement realy is to use one of the available plugins that displays displacement in the editor using a deformer.

CGTalk Moderation
01-19-2006, 04:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.