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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 1:16 pm)



Subject: Cloth self collision problem


shuy ( ) posted Tue, 05 April 2011 at 10:01 AM · edited Fri, 10 January 2025 at 2:57 PM

file_467523.jpg

I thought that I'm familiar with clothing room, but I was wrong.

When I try create one simulation with "multimesh" cloth I cannot avoid pokethru. You can see black spots on the chest. I've tried to make "scarf" (this white piece of material which cover shoulder, chest and torso) dynamic group or soft decorated.

Soft decorated group looks weird next to vaist area, over belt, which is constrained. Dynamic group fly high over shoulders. On the picture you can see soft decorated group on the top of scarf and dynamic front and back.

Is there any way to change self collision offset?

I know that I can create 2 simulations - first with habit and second with "scarf", but I prefer one.

Here is another pict where I had similar problem but finally bathrobe works quite well:

http://www.renderosity.com/mod/forumpro/media/folder_10/file_467164.jpg


PhilC ( ) posted Tue, 05 April 2011 at 10:13 AM

The collision offset applies to everything I believe. Try adding some more of the collision detection options. Polygon to polygon etc.


shuy ( ) posted Tue, 05 April 2011 at 10:21 AM

file_467525.jpg

Already done. Simulation setting - polygon vs polygon.

Collision offset and depth vs Antonia body parts = 1 vs GROUND prop = 0.5

With collision = 0.5 was the same.

Here is picture where I added white displacement map = 0.005


bagginsbill ( ) posted Tue, 05 April 2011 at 1:39 PM · edited Tue, 05 April 2011 at 1:45 PM

A few months ago there was a thread with many cloth sim experimental results posted. Some noted that the simple geometry I was using to demonstrate various things was not appropriate. So take this with a grain of salt as needed:

The Poser cloth room can almost always create poke through, no matter what you do to the settings. If somebody shows you settings that avoided a poke through, that just means that the settings have some impact. They do not have decisive, conclusive, always predictable impact. Just some impact.

Like if somebody punches your head, sometimes you'll pass out and sometimes you'll just say ow and hit them back. It depends on the force and the angle and the location.

Somebody may tell you "move your head to the right". In some cases, that will maintain consciousness, but in others your movement to the right will be the reason you go to sleep.

Similarly, I found situations where raising/lowering a value would get rid of a poke through in one place, but create a poke through in another place. Which means there is no "correct" value for the settings.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


shuy ( ) posted Tue, 05 April 2011 at 2:11 PM

Thanks BB. I do not remember mentioned thread. Probable it had weird subject, because I usually read all thread about dynamic clothing and ofc yours tips refering nodes.

:) I feel better now. I thought that I do something wrong but now I see that more people have the same problems with theirs meshes.

Anyway you showed so many tricks with material nodes that I can create my own node which fix the problem. Plain displacement map works with smooth meshes. Of course displacement do not fit to draped surface with deep folds.

There is one trick which let you avoid poke through - subdivide mesh couple times :)

High poly clothes works quite ok, but I always try to create as low poly as it possible. Here you can see wireframe. Calculating dynamic with Antonia Lo show number from 10 to 21 (do not know what these numbers means, but common dynamic clothes and V4 show over 100)


bagginsbill ( ) posted Tue, 05 April 2011 at 2:40 PM

Attached Link: Dynamic cloth - the cloth room For Compleat Dummies

I found the thread, if you're interested.

Yes, do feel better. In the cloth room, we are all dummies, apparently. grin


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


shuy ( ) posted Tue, 05 April 2011 at 3:28 PM

Thanks. I'm reading.


aRtBee ( ) posted Thu, 14 April 2011 at 4:16 PM

Mesh density matters quite a lot. High density makes cloth behave "thinner" like linen instead of tweed.

Mesh makes some difference too. Tri's of any sort becave like woven or knitted cloth, while quads behave like more non-woven, like leather, or rubber.

Cloth Room makes us all feel like the magicians apprentice - the Mickey Mouse type. Same spell, other pronunciation, different effect. Then some magic happens, somewhere.

have fun

- - - - - 

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


lkendall ( ) posted Thu, 14 April 2011 at 5:05 PM

Just for the information, the "scarf" is called a scapular. Sorry to interupt. It's a bad habit of mine.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


shuy ( ) posted Thu, 14 April 2011 at 6:25 PM

Quote - Just for the information, the "scarf" is called a scapular. Sorry to interupt. It's a bad habit of mine.

lmk

 

Thanks - used scapular in dictionary and now I know Polish name :)

I really did not know name of this cloth in my language.


lkendall ( ) posted Thu, 14 April 2011 at 10:30 PM

shuy:

You're welcome. And, most people don't know its name in English.

lmk

Probably edited for spelling, grammer, punctuation, or typos.


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