philemot opened this issue on May 25, 2016 ยท 335 posts
VirtualWorldDynamics posted Sat, 17 September 2016 at 5:42 AM
Hello gustaftoni,
Thank you for all these informations. They will be very useful for all the users.
The self-collision is very useful but it is necessary only for some clothes and generally the bottom of a skirt or a dress. This option needs many computations and must be applied on the parts of the cloth actor which can collide. The "No collide for self-collision" is here to remove the parts which never collide (the top of the dress).
After many tests, for me the best value for the mesh size if VWD is 0.7 (Inches) ie 17 or 18 mm. 2 cm are very good. For the presets I want to implement in the program, it is this value I will use for the SubDivision.
I am always very annoyed with the vertex weight in simulation. A cloth with all its vertices with a weight of 1 and a cloth with all its vertices with a weight of 1000 will fall at the same speed. The mass don't intervene in the gravity. It just corresponds to an acceleration. In the real world, two clothes don't fall at the same speed, not because they have two different weights but because their air resistance is different. On the moon (without air resistance) a piece of steel and a feather would fall at the same speed. (remember the test made by the astronauts).
The gravity set at 1.0 corresponds at the gravity on Earth (9.81 m/s2). This value can be positive or negative (very useful sometimes). If I remember correctly it can go from -10.0 to 10.0.
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