Restricting cloth calculations

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

 
Thread Tools Search this Thread Display Modes
  2 Weeks Ago
Restricting cloth calculations

Another question for a Sunday evening...

Is there any way - other than chopping up a mesh and sticking it under a connect object, to totally remove points from the calculations of a cloth siimulation?
eg: Lets say I have a 200k poly mesh - and I want to run a cloth simulation on just a very small part of it...

It would be really helpful to be able to specify an include or exclude area with a poly selection tag...
 
  2 Weeks Ago
74 views so far and no answer - so I guess the answer is no : )
Can I then encourage you to file a suggestion...https://www.maxon.net/en/support/suggestions/

Thanks if you do : )
 
  2 Weeks Ago
Copy / Paste that small part into a new file to run the sim ?

That's the way I'd do it
Edit: Really depends on what the shape is and what's to be done with it.
If one uses a sphere and does a selection tag of points ... it seems to
affect only that small area
__________________
David

iMac 3.06 ghz Intel Core 2 Duo / 16 GB / OS 10.13.4 / C4D StudioR12 / CS6

Last edited by vid2k2 : 2 Weeks Ago at 10:02 PM.
 
  2 Weeks Ago
Another sad example of the weakness of the aged "Clothilde" engine.
It is a bit frustrating to be able to do exactly what you are describing with the jiggle deformer and a vertex weight
painted on a section of a mesh
yet have no ability to have the cloth engine recognize vertex weights in the same manner.
 
  2 Weeks Ago
Originally Posted by vid2k2: Copy / Paste that small part into a new file to run the sim ?

That's the way I'd do it

So would I if it were that simple : )
All is fine if you're dropping a table cloth on the table ( the chrome ball on the checker board floor of the cloth simulation world) or rolling a squishy ball down a ramp... but in a complex real world project with large mesh objects, morphing, multiple textures with multiple UVW tags, objects interacting - and more... AKA: 'a real world project'. It's not that simple.

Try this: create a 400 x 400 poly plane. 160k polys - roughly the size of the mesh I'm working with. Try and run any form of cloth sim on a 20 x 20 poly section. Even if you fix (dresser - fix points) the 159,600 polys you don't want to be affected... Clothilde still feels the need to calculate them.
 
  2 Weeks Ago
Totally agree
__________________
David

iMac 3.06 ghz Intel Core 2 Duo / 16 GB / OS 10.13.4 / C4D StudioR12 / CS6
 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 08:58 AM.


Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.