haay guys is there any known method for mapping a texture on syflex cloth object


#1

haay guys is there any known method for mapping a texture on syflex cloth object cause when the cloth bend the material strech at the bend area


#2

yes there is , but first lets see what may be wrong with your poly

create a new default lambert shader, create a ramp texture, drop the ramp texture
onto the lambert shader, drop the lamber shader on your cloth, switch the ramp between
u ramp or v ramp, play your scene, does the ramp look funny on your cloth?

Here is one way you should be able to stick or get the texture to be asigned to the cloth
before deformation/simulation.

duplicate your cloth,
select the duplicate cloth, hopefully it is in a initial shape (like pretty flat),
turn on “Assign Shader to Each Projection” under Polygon UVs menu
drop the initialShadingGroup shader onto your dup cloth
then back under Polygon UVs menu>Automatic Mapping
select the option box, Poly Auto mapping options is opened,
do an edit reset, make sure “Insert Before Deformers” option is on.

then apply. You should see a black and white checker texture assigned
to the dup cloth, or whatever texture you want.
select the dup cloth again, create a lattice or some sort of deformer on the dup cloth
and deform it, does the texture stick? if so, delete the lattice or deformer,
then connect the solvers outMesh attr to the dup shapes inMesh attr


#3

[left]Hi, thanx a lot for concerning [font=Wingdings]J[/font][/left]

[left]After reading ur reply I try to make a simple scene to improve ur steps but I face a difficulty to understand some steps so I’ll till u what I did in step by step and correct to me when u got errors ok :[/left]

[left]1- made a cube to be a surface [/left]

[left]2- made a poly plane to b a cloth [/left]

[left]3- made a cone to b the mesh which will b pin to the clothe upon the cube [/left]

[left]4- turn the plane into sycloth put its attributes [/left]

[left]5- attach it to gravity then damp [/left]

[left]6- pined the cloth to the cone [/left]

[left]7- made a collision objects between the sycloth and the cube then the cone[/left]

[left]8- I duplicate the sycloth mesh ( the plane ) and move the duplicated cloth up a little[/left]

[left]9- then checked assign shader to each projection [/left]

[left]10- then assigned automatic mapping with insert before deformes Is opened [/left]

[left]11- then assigned the Phong E material to it [/left]

[left]12- then opened the graph editor to make the connection u mentioned by dragging the sycloth1shape on to the duplicated sycloth1shape to select " other " from the menu to open the relationship editor then connect out mesh of the original with in mesh of the duplicated then simulate [/left]
[left][color=white]r that steps rights or wrong ??? [/color][/left]


#4

I’m curious MindedVague:

Why these steps? :

[left]7- made a collision objects between the sycloth and the cube then the cone[/left]

[left]8- I duplicate the sycloth mesh ( the plane ) and move the duplicated cloth up a little

[color=Silver]Are the base mesh’s UVs not inherited by the newly generated cloth surface (TRS)? Mine are :slight_smile:
Why duplicate the cloth?

C.
[/color][/left]


#5

i thought that operations will lead me to make textures not to stretch when the cloth bends in the bend area, i was think the problem was uv’s problem but i noticed that ,the polygons itself stretched in the bend area so the texture folow the polygons .
why was all that about ? the answer is… i want to make a chain mail by a displacement texture so as a resault of all that the chain mail became a huge in the bend area and that simple scene was just a test to examin the resaults … do u have a solution :slight_smile:


#6

for all people ,i finaly cought the mouse :wink:
about mapping texture on sycloth :
b4 u turn the object to sycloth check assign shader for each projection in polygon uv’s menu
then assign automatic mappingn (reset to default) then put texture and modify it by the projection u just add then from edit menu delete by type history then select the mesh and turn it to sycloth then reassign the texture again u will find the texture still as u modified

about the displacement : from render glopal settings, mental ray render attributes , overrid, modify the displacement ammount

about controlling the size of polygons ( not to stretch ) when the cloth bend upon the edge of a collider (cloth bend erea ) in collid attributes, FRICTION is the attribute which control that.

thanx for jmartin


#7

sorry for not responding, I was on a long holiday…

glade to see you worked it out…


#8

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