I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force?Kris
I wrote an article on this technique many years ago for HDRI 3D magazine:
Assuming Syflex works on NURBS surfaces and your cloth is a planar polygon mesh deformed with wrinkles and whatever. I would surface constrain the mesh to a NURBS surface of similar size/shape, and run Syflex on the NURBS surface. When you’re testing the simulation, you can hide the mesh to get the performance. When the simulation is to your liking, unhide the mesh to check the results. When you have something you really like, you can optionally plot the results as shape animation onto the polygon mesh.
If you prefer, you can also plot out as envelope animation by making a bunch of nulls to act as deformers of your polygon mesh, and then constrain them to the control points of the NURBS surface. Plot transforms for the nulls whenever you feel the results are to your liking. If you want multiple ‘takes’ to choose from, you can plot to a mixer source instead of directly to the Transform parameters as FCurves. You can then play with the mixer sources to further massage into a result you like.
This would give you a lot of freedom and quick iteration.
Matt
PS – if Syflex doesn’t work for NURBS, you can use a low res mesh as the working copy.
You’d have context switching issues doing that as each vertex has multiple samples (UVs).
Matt
EDIT:
Surface constrain the nulls to the NURBS surface, not to the control points. This would allow you to drive the orientation of the nulls as well as translation.
Should be able to do the same trick with a low resolution polygon mesh as the simulated surface if NURBS doesn’t work.
Matt
They’ll stick, but they won’t necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, December 06, 2012 8:06 PM
To: soft...@listproc.autodesk.com
As a user my main worry would be editing one of the mesh topologies would unexpectedly cause some nulls to change orientation because the reference frame changes.
A safer approach would be to create a smooth and continuous coordinate space and align the nulls using that data. If the mesh topology is edited, the nulls won’t have the rug unexpectedly pulled out from underneath. Nvidia has sample code to compute such a space for normal maps (NvMeshMender?). The code could be modified to output a coordinate space as a weightmap, vertex color, UVspace, userdatablob, or whatever suits the purpose.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, December 06, 2012 8:20 PM
To: soft...@listproc.autodesk.com
Subject: Re: transferring low res syflex to high res geo
I never said it was going to be perfect or easy. :) Maybe averaging the neighboring RefFrames would give a better result?
As a user my main worry would be editing one of the mesh topologies would unexpectedly cause some nulls to change orientation...
You suggested using a reference frame. I merely pointed out a potential trouble spot.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, December 06, 2012 8:58 PM
To: soft...@listproc.autodesk.com
Subject: Re: transferring low res syflex to high res geo
Why are we even talking nulls when Kris already said it was getting too cumbersome to use nulls?
Maybe I'm missing something here, because the solutions are rather complex� hehe� so please bear with me if I'm totally out of context. � Here's a little video showing how my first suggestion works. The smoothing part, well, that's up to you, I was just playing around, but who knows, maybe it works for you...
http://www.screencast.com/t/jZIJ3L3lEDPc
Orlando.
On Thu, Dec 6, 2012 at 10:19 PM, Eric Thivierge <ethiv...@gmail.com> wrote:
I never said it was going to be perfect or easy. :) Maybe averaging the neighboring RefFrames would give a better result?
On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind <ml...@carbinestudios.com> wrote:
They�ll stick, but they won�t necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology.
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