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Edge soft, smooth, casts and receives shadow flags are now preserved through applying mesh post-processing options. Also, the quadrilateral grid is now ensured to be compatible with quad modelling, even after applying loop subdivision.
Added thickness generator for both cloth and strings. Cloth with thickness canbe subdivided and draped/undraped, just like cloth without thickness. It is,however, not recommended to simulate cloth after generated thickness.Generating thikness, just like applying loop subdivision or laplaciansmoothing, is for finalizing results.
Added a feature to simulate by parts. When simulation starts, objects assignedVoid state subtract cloth and collider vertices overlapping theiraxes-aligned bounding boxes. Subtracted vertices are not included insimulation.
Added an option to draw cloth using SketchUp OpenGL API. Drawing cloth ratherthan transforming vertices guarantees a better performance, especially whensimulating by parts. If Adaptive Remeshing is turned on, mesh resolutionchanges are drawn dynamically. When simulation is stopped, the original meshis transformed/generated as necessary.
Completed adaptive remeshing. Now, both cloth and strings are both refinedand coarsened. Additionally, simulation can now be stopped and resumed froman adaptively refined mesh. Note that an adaptively refined mesh cannot berecorded.
Added Adaptive Remeshing. When simulation runs, behind the scenes, cloth isnow refined where curvature is greater than a certain threshold and coarsenedwhere curvature is less than a certain threshold. Mesh refinement establisheshigher resolution cloth in places where better quality is needed. Due toperformance implications, cloth mesh changes are not rendered duringsimulation. Instead, they are generated whenever stopped. Whenever simulationis stopped, the original mesh is undraped and a new, higher quality mesh isgenerated in place. Later on, you can either delete/hide the unwanted mesh orsimulate the wanted mesh from selection.
As a note, when draping with Adaptive Remeshing, the visual, rendered meshwill usually overlap the colliding opponent; however, the actual mesh behindthe scenes will usually wrap just fine. When simulation is stopped, the new,generated mesh will not be overlapping the collider.
As far as development goes, Adaptive Remeshing does not support meshcoarsening, a feature to reduce cloth resolution at places where grid iscoplanar. Mesh coarsening is scheduled for later versions. Additionally,cloth with adaptive subdivision cannot be recorded for exporting intosequences.
For performance trade-offs, the prerequisites for generating a quadrilateraland equilateral are strict. Initial geometry should consist of onequadrilateral face or two triplets, linked by one edge. If geometry consistsof two triangles, the two triangles are not necessarily required to becoplanar. This allows generating grids with curvatures.
Adaptive grid, on the other hand, has no prerequisites and is compatible withany geometry, including 3d structures. Adaptive grid is sensitive to boundaryor non-smooth edges. Deliberately splitting faces with non-soft edges allowsfor imposing grid patterns. Adaptive grid is most suitable for complex clothstructures, such as tents.
Quadrilateral grid is compatible with quad modeling, where diagonal edges aresoft, smooth, and do not cast shadows. Equilateral and adaptive grids are notcompatible with quad modeling; they do not have a notion of diagonals.
The difference between quadrilateral and equilateral grid is their geometricstructure. Because quadrilateral grid has no cross-diagonals, the cloth tendsto stretch at cross-diagonal direction. This makes quadrilateral gridimpractical for simulating hanging cloth. Equilateral grid is balanced at allsides, and is therefore, a practical choice for simulating hanging cloth.
Added cross-diagonal springs. To accommodate the quadrilateral grid pattern,an option to generate cross-diagonal springs was added. Using cross-diagonalsprings for cloth with equilateral or adaptive grid pattern is notrecommended.
Pins are now interpreted in form of local-axes-aligned boxes and may consistof many sub-instances, containing their own local-axes-aligned bounding boxes.Pin bounding boxes are used for capturing overlapping vertices. Verticesoverlapping the local pin box spaces are locked in place. An option tovisualize pin box spaces and control their padding was added to enhance userwork-flow.
Added multi-threading. Multi-threading allows for performing simulation workin parallel by distributing work across all the available CPU cores. With thecurrent version, only partial work is distributed across multiple threads;most work is still performed at the main thread.
This is a weird one, I have been using clothworks the sketchup plugin to create blankets and cloths for my furniture models and noticed that whenever I try to export the model as an Enscape proxy, this option is not there but works for all other objects. It seems like anything made using clothworks is not able to be exported as an Enscape proxy. Can anyone shed some light on this and if they have found a workaround? Enscape proxies are a must in any scene as they obviously do not cause heavy scenes.
When we think about Sketchup, we only think box and rigid forms. But when we use certain plugins like SubD, Clothworks and so on, we can extend the functionality of sketchup and start creating fluidic forms.
Select the face of the group and click on the Joint Push Pull tool.
Now hover over the side you want to give the thickness to and type in your offset
amount. A good offset amount is around 2mm-5mm.