EClark1894 opened this issue on Jul 17, 2019 ยท 43 posts
FVerbaas posted Thu, 01 August 2019 at 1:36 AM Forum Coordinator
caisson posted at 8:18AM Thu, 01 August 2019 - #4358465
I've started trying to make a robe for a figure, this is the result of a quick test that might be of interest.
The robe is single-sided geometry from Marvellous Designer, has its own material zone and is using a Cycles root to render different materials on the front and back facing polygons like this -
....
I also gave the piping a separate polygon group in Modo to make it easy to add as a soft decorated group in Poser. It's not perfect but does seem to work reasonably well so far to create the illusion of thick cloth.
For the sake of good order:
1- MD can produce such pipings natively and welded to the garment main structure mesh. No need to go to other app for this.
2- confirmed this technique of soft decorated piping works reasonably wellas long as the diameter of the pipe is small relative t length of the edges in the main mesh and edges are well separated at every point. The cloth vertex the ring in the piping is supposed to follow must be the only one around. Higher density mesh in the clothing (= more vertices around) will just give more 'noise' for the vertices in the piping.
Suggestion for improvement of the cloth room: for every 'decoration' create a vertex group with the vertices it must follow. This allows the user to be specific about the controlling information.