BionicRooster opened this issue on Nov 03, 2010 ยท 300 posts
LaurieA posted Wed, 08 December 2010 at 10:33 AM
Quote - It looks nice. How would it play out differently with quads though? Better or worse?
I've used quads for most of my work so far...
The quads don't seem to drape quite as nicely, but that could just be personal preference. I wish I could explain why I think triangles might be better for dynamic cloth, but I'm sure I'd muck it up and you'd be left more mystified than before...lol. I'll try, but I'm sure bagginsbill can do a much better job of explaining it should he have a mind to.
Basically, it comes down to the verts and how the edges meet up with them. With tris, I think it's just easier for the polys to bend and move in any direction than it is quads. With figures, this doesn't matter so much, because the morphing of the polys is always much less severe than it is with cloth which can bend and fold in just about any direction. Higher resolutions are needed as well since there are so many variables that affect cloth that from the start it needs to be prepared to do just about anything. If the polys are too large, it just can't do extreme poses, no matter the simulation settings. But if they're super hi-res, the sim will take forever simply because it has so much information to chew on ;o).
Sorry if I've confused you further...I wish I was more glib about these things, but alas... I know what I mean - I'm just not always good at explaining it...lol. Then again, I could just be talking out of my ass ;o). If I am, I'm sure bb will be quick to correct me ;o).
edit: for reference, think of Sculptris and (I think) Zbrush which make triangles out of it's displacement...small triangles (again, I think) give more detail than quads. I hope I made sense...lol.
Laurie