VWD3D opened this issue on Dec 23, 2019 ยท 102 posts
Writers_Block posted Thu, 26 March 2020 at 12:57 PM
VirtualWorldDynamics posted at 5:55PM Thu, 26 March 2020 - #4381090
Hello Writers_Block,
I just had an idea about your thinking.
Perhaps, I can add a small cylinder around the free edges.
This method is close enough to the strand based hair generation.
I can use the free edges as a line and generate a circle for each vertex, perpendicular to the line defined by the local part of the free edge. These circles will be linked by quadrangles to define a meshed shape. The mesh of the cloth will be changed.
This new shape will give a bit to thickness to the edge of the cloth. The radius of the circles could be defined in the VWD interface.
It will be necessary to define how to apply a UVMap to this part of the mesh. The difficulty is not to define the UVMap coordinates but how to modify the textures to get a good visualization of the new cloth.
I hope my explanations have been clear enough.
Sounds like a great plan.
With regards to material zones, why not create a new material zone as a hem; the user could assign something to it; hems always look different in some way, and are often very different.
It is also common to find the arms and necks as thin-looking, however not as often.