VirtualWorldDynamics opened this issue on Jun 14, 2015 ยท 787 posts
VirtualWorldDynamics posted Wed, 30 December 2015 at 1:50 PM
@piersyf : yes, you can use the selection of materials. This vertex selection method is very convenient in many cases. The lack of memory is a problem due to the 3D visualization library that I use and that is 32 bits. It is true that this limitation may seem boring, but we must remember that the clothes we work with, are conforming clothes that have not been created for the simulation. Maybe one day, I completely rewrite the visualization of the program and I will rewrite the program as 64-bit program. Simulations that have this error, already largely exceed 30 million springs, making them slow to simulate. I just bought "Wave hair for G2F" because I find these hair very realistic. I have a memory error at the tenth of the number of vertices (450,000). If the program were 64 bits, I think it would generate about 300 million springs, making the simulation... endless. For this hair, I had to set the distance limit to 4.85. This means that the springs were generated between 4.85 and 5.0. Yet the simulation passed without worries. Do not hesitate to use this function limitation because it reduces the number of springs and therefore the computation time. It also helps to avoid memory errors.
I released a new version of the program. This version allows to make a mesh subdivision. This function allows to simulate more conforming clothes, but it also allowed to make the simulation of the pleated skirt because, with a mesh generation at 0.5 and retaining the spring generation to 1.0, it is certain that each fold will be stiffened.
I also just wrote a function that lets you assign a distance of collision by vertices. This is actually very useful for multi layers clothes or to push out the bottom of the hair to prevent interpenetration with a cloth.
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