DarkElegance opened this issue on Feb 08, 2014 · 37 posts
DarkElegance posted Sat, 08 February 2014 at 5:27 PM
Quote - Poser Cloth sims do take ANY mesh of ANY geometry from ANY outer source as a cloth, handles multiple pieces of interacting cloth in one run, interacts with any number of non-cloth meshes (of any quality, from any outer source, in any moprhed or deformed state) and with dynamic hair as well, and correctly (!) follows the rules of mechanics with respect to gravity, wind & turbulance, eventual wave deformers, and with respect to conforming parts of even the same mesh it is directly attached to. The sim generates (even exportable) morph targets on a frame-by-frame basis and can address crowded scenes with multiple clothing sets. And it does so for about twelve years now.
Is MD up to all this?
In my - limited - experience, most Cloth Rooms in the world can handle their own internally defined clothes only. EDIT - I just read in another post that the recent MD3 update can import meshes. Let's find out what it does with all those badly welded meshes that are known to kill Cloth sims. Can you get Vicky seated on a chair wearing tight jeans or a multi-layered baroque skirt?
And actually, in my experience, taking into account it's single threaded, the sims are bloody fast unless there is something at hand with the settings, with the cloth mesh or with its interactions with the environment.
Personally, I think the agorithm as such cannot be made far much faster or efficient. But I also think there is some room for finding an improved semi-multi-threaded way of executing it. That might make a difference.
http://digitalartofdarkelegance.daportfolio.com/gallery/851288 those are just a couple of the gowns I made. if -I- can make those...ANYONE can. The black dress the billowing was done in MD literally in about two minutes. I exported the gown as an OBJ, brought it into poser and just placed it on the posed body and rendered.
https://www.darkelegance.co.uk/