VirtualWorldDynamics opened this issue on Jun 14, 2015 ยท 787 posts
VirtualWorldDynamics posted Wed, 17 February 2016 at 2:48 AM
Hello Glen,
If you want to do hair renderings that are under the water, you just think in terms of physics. Underwater, gravity is much weaker and resistance to movement is much stronger. By decreasing the gravity and increasing air resistance, you should have realistic behavior underwater.
Regarding the presets, I made a long explanation in this forum about why I did not implement it and why I probably will not implement it. The behaviour of a cloth is too dependent on its mesh structure to be able to say that a preset behavior will be reproductible. The principle of recorded simulation is an equivalent principle, the difference is that it is you who set your presets.
The dynamic displacement with the mouse of a dynamic element works with the clothes and hair, but I still have to improve it to make it more effective for hair. For the movement of the hand in the hair, this can work by subdividing the animation. This must be tested. To make hair with a part tied to the top, it is possible to do so with a static pose. For an animation, it is not currently possible. It will simply necessary to add a new type of vertices interaction between vertices being simulated on the same element (between different hair vertices).
Anyway, my program remains open. Anything that can be done using springs is achievable with VWD. I think the possibilities are endless and I regularly find new simulation methods using an already existing version.
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