Cyberwoman opened this issue on Dec 10, 2010 · 12 posts
dorkmcgork posted Mon, 13 December 2010 at 5:29 PM
bob's sounds good
i have done depth mapping to the very edge of the texture to pull the cloth down to the body. here's a pretty obvious one:
http://www.renderosity.com/mod/gallery/index.php?image_id=1832729&user_id=567120&np&np
it uses neutral grey for the whole garment, but whiter on the seam...it's only about a 2 pixel jump on the garment from grey to whiter, the grey is of course set as the 0 height.
then on the very edge of the garment it takes about 2 pixels and turns black, dropping it against the body.
to get it to be a smooth edge though, the mapping coordinates had to be exactly straight, so if the garment bends near the edges, i just add a row of verts right below the seam and then straighten the verts right up
of course, up close you would see the weird shell effect this makes.
so i've tried to loop edges many different ways without success. the cloth collapses on itself in the loop. so i tried filling the loop with more cloth. then i have gotten the cloth cutting through itself, even when the cloth starts with enough room between them. looped cloth simulated just tends to fold in on itself.
so the way everyone else does it successfully is to have a separate obj as the seam sitting just above the cloth and added to soft decorated group. it doesn't seem to work for me if the seam is connected. this looks pretty damned good! but it doesn't collide with other cloth, which i hate! for instance, if you wear an undergarment or tee shirt that has these soft decorated group, then drape another garment or shirt over it, the new sim will ignore those groups. this, i would like to see fixed up.
i've been working on and off on some method to make seams on undergarments displace the cloth above. still working on it....
go that way really fast.
if something gets in your way
turn