Hello
Can anyone give a hint on avoiding this crossLink issue in the mesh while simming the nCloth and its showing up on renders as well.
Thanks
S
Hello
Can anyone give a hint on avoiding this crossLink issue in the mesh while simming the nCloth and its showing up on renders as well.
Thanks
S
You have an image?
And FYI (if you are not already doing this) you would not want to render the cloth object but rather add a subdivision proxi and set that to render instead.
http://s941.photobucket.com/user/udhayfx/media/clothMesh_zps34ac6860.jpg.html
sorry forgot the pic
Hello CineArtist
Thanks for the reply. I have tried subdiv proxy but sadly it is showing these mesh issues in the render as well. Im using M2013 and never remember facing this issue before.
cheers
S
OK yeah I have seen that many times. Actually not just with nCloth with other cloth solvers outside of Maya and now I am stumped. Because the solution I have always had for it was to add more resolution to the cloth object and/or subdivide the cloth with a proxi or other similar solution.
But one thing that might work is to go to Normals/Unlock Normals and then Normals/Average Normals to give the cloth object smoothing.
It looks like smoothing errors to me.
With no wireframe I’m just guessing, but it looks like your mesh is divided into rectangles. Squares would probably better.
David
I think that is just standard interpolation of the triangle normals. Renders generally triangulate before rendering, rather than rendering quads directly. I think the vertex normals are likely correct smoothed normals.
In some cases with output Cloth the triangulation of quads may be along a non-optimal direction because we set quadSplit to “left” on the output cloth mesh. Thus for a single frame there may be more noticable artifacts of this sort, but the split will not change during animation the way it would if quadSplit was the default “best shape” setting. Best Shape might look marginally better but would cause popping during the animation when the split direction changes.
The artifacts are most noticable around specular highlights and where the curvature of the mesh is higher. If you need a really low poly mesh then a more random Delaunay style triangulation might look better.
Generally I do a smooth on the output cloth mesh before rendering to get rid of such artifacts. The smooth works best if the mesh is quads.
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