yvesab opened this issue on Oct 28, 2017 · 75 posts
grinch2901 posted Wed, 29 November 2017 at 7:03 PM
VirtualWorldDynamics posted at 7:56PM Wed, 29 November 2017 - #4318685
You can thank Philemot for his great job. I am not so efficient because I continue to have some problems with the self-collision in GPU.
Currently, I also work on a cloth generation. Some of you would be interested by some tests on a cloth reference? This reference will defined by a specific method using a "Frontal" meshing. It would be useful to defined the best size that would allow to define some presets.
Gérald, if I understand you correctly you are saying that you could possibly use a different method to generate the triangulated mesh so that the size of the triangles are predictable. Then you can create reference setting for cloth like leather, silk, wool, et cetera because with the mesh density better controlled you can more easily control how it behaves. Is that what you mean?
If so, yes indeed that would be a useful thing to have. Right now I mostly do trial and error, turn down gravity and add some stiffness or even a little inflation to get things to retain their shape like denim or leather might, or tweak other things to get something to drape like silk or whatever. Then for the next item, try again with totally new settings until you I can get it to work in the same way with that mesh. A more consistent method, especially with a preloaded library of cloth types, would be awesome! Then of course a GPU solution would be icing on the cake!