RobynsVeil opened this issue on Dec 03, 2010 ยท 409 posts
aRtBee posted Mon, 27 December 2010 at 1:55 PM
so, lets look at ice-boys hooded sweater.
The body is quads at about 20mm mesh density (I count about 25 vertices at the body width which I estimate at 50 cm). At default settings this makes a rubberish fleece with bold folds, which is what I see. And which is what we want, I guess, since this is the intended kind of stuff for this kind of clothing.
The hood has double the density, 10mm. This makes a thin quite elastic rubberish fleece at default settings. Elastic does not mean stretching but means instable, bouncing or wobbling around, and - for quads - with a tend to asymmetry lowering the left side. This is what I see also.
The elasticity effect can be undone by making the hood the same vertex density as the body. This, BTW, kills the need for two dynamic groups with different cloth parameters, as vertex density really effects cloth behavior. The rubberish look and feel can be improved upon by lowering the shear- as well as the fold resistance. Go for tenfold, so the default 50/5 becomes 5 / 0.5. In my tests (without vertex density change) the intended behavior was established. symmetrical, thick linen like with nice folds.
For proper wrinkles in the neck area it's recommended to tick the cloth-to-cloth collision detection setting (panel 1).
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Usually I'm wrong. But to be effective and efficient, I don't need to be correct or accurate.
visit www.aRtBeeWeb.nl (works) or Missing Manuals (tutorials & reviews) - both need an update though