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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: bleed through


CMKook-24601 ( ) posted Tue, 08 March 2011 at 4:26 AM · edited Mon, 20 January 2025 at 1:19 AM

I get this bleed through on blanket and normaly I'd just make body parts invisible to take care of it but in this case its an animation so that won't work how do I fix it?


Apple_UK ( ) posted Tue, 08 March 2011 at 7:33 AM

Morph the blankets a little ?


CMKook-24601 ( ) posted Tue, 08 March 2011 at 7:35 AM

I am using the cloth room so I am thinking I need to tweak a setting I am just not sure which ones


wolfie ( ) posted Tue, 08 March 2011 at 9:22 AM

Some immediate ideas...

Use magnets.

Raise the blanket .01 on the Y axis.

Change the simulation offset distance and recalc.

Export and use MD2 to make the blanket.


CMKook-24601 ( ) posted Tue, 08 March 2011 at 12:04 PM

thanks I'll try some of those...but what is MD2?


wolfie ( ) posted Tue, 08 March 2011 at 12:13 PM
CMKook-24601 ( ) posted Tue, 08 March 2011 at 12:16 PM

Quote - Sorry.  Marvelous Designer 2.

wow thanks I'll have to look at this


markschum ( ) posted Tue, 08 March 2011 at 10:47 PM

In the cloth room there are two values that control how close the cloth will be to the collision item. It may be enough to add the extra collision types to the simulation. for things like toes the normal collision mode may not work 100%.


wolfie ( ) posted Wed, 09 March 2011 at 9:29 AM

Quote - In the cloth room there are two values that control how close the cloth will be to the collision item. It may be enough to add the extra collision types to the simulation. for things like toes the normal collision mode may not work 100%.

 

Good call there.  Also check that you didn't enable ignoring hands/feet/head too.  Seems to be pointy parts like toes and knees mostly so checking poly to poly collisions may help.

Also. using a higher resolution mesh for the blanket will also help, more polys means more verts to bend at.


dorkmcgork ( ) posted Wed, 09 March 2011 at 10:01 PM

under simulation settings check all the additional cloth collision options which are:

vert against cloth

poly against cloth

cloth self collision (maybe don't need this one if they aren't moving too far)

 

even at the lowest settings for collision offset and collision depth, i don't get pokethrough when i check these

however at rendertime, smooth polygons might give you some poke.  you'll have to raise the collision offset for that, unless you uncheck smooth polygons in render settings.

finally, if any collision object crosses another collision object sqeezing the cloth between, you'll get holes in the object appearing sometimes all over the object.  or sometimes the sim will just fail.  even a single vertex crossing another vertex across the cloth surface will do this.  so elbows, shoulders, hips, knees, or the two people lying next to each other can make this happen.  make sure the cloth doesn't get between these polys.  it doesn't look like it from here, but i realize this is a single frame from an animation.  maybe someone turned and pushed the cloth between a body part and the bed?

 

go that way really fast.
if something gets in your way
turn


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