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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)



Subject: Cloth Room - newbie


IsaoShi ( ) posted Sat, 18 April 2009 at 6:45 PM · edited Tue, 26 November 2024 at 12:13 PM

file_428945.jpg

I've never really tried much in the Cloth Room, but I need it now for a scene I'm trying to set up.

I have a fully dynamic dress draped over a screen. In my first picture, the dress appears to be passing through itself where it is colliding with the top edge of the screen.

I selected cloth self-collision and it did this, so I did a second simulation in which the dress also collides with itself, but it still does it. Can anyone tell me what I'm doing wrong, please?

The next post illustrates my second problem.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


IsaoShi ( ) posted Sat, 18 April 2009 at 6:46 PM · edited Sat, 18 April 2009 at 6:57 PM

file_428946.jpg

This is my second problem with this simulation. Towards the end of the simulation, the lower part of the dress passes right through the back surface of the screen and pokes out the front. Why would it do that?

I just thought of something as I was typing. Would I do better to drape the dress over a high res square instead of the screen it's going to be on in my scene?

(edit) - I think I mean a suitably scaled box, not a square.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


templargfx ( ) posted Sat, 18 April 2009 at 8:31 PM

you are right in your idea, cloth collisions only work well on the correct side of the polygon. dont ask me why, I dont know.

your best bet is to add a primitive cube and shape it to be the same (relatively) as your screen.

when setting collision settings on the cube modify the collision offset appropriately to stop your object poking through, the offset is the amount of space between the colliding object and the cloth, the higher the number, the less chance it will poke through. the downside is that if too high, you get a visible, and unrealistic gap between your cloth and its collision object(s)

its entirely likely that you could fix your problems solely by changing the offset, however I would suggest using the cube anyway, as you can shape it to better give you the results you want

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


markschum ( ) posted Sat, 18 April 2009 at 10:07 PM

You may want to check the other collision detections as well, it will help detect collisions where large polygons exist. Collision depth and offset may be tweaked . using a non-visible collision plane (cube etc) can also make things easier.


IsaoShi ( ) posted Sun, 19 April 2009 at 3:38 AM · edited Sun, 19 April 2009 at 3:38 AM

Thank you both! Using a cube fixed the second problem, plus playing with the collision offset and depth. The dress is still showing those horrible marks along the top fold, though, which I assume are self poke-through (they are not AO, as I switched that off). I'll play a bit more with those dials...

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


templargfx ( ) posted Sun, 19 April 2009 at 5:00 AM

tick "normals forward" on all material zones on your prop to see if that helps the shading. the dark areas in your renders are the backfaces of polygons.

it wont fix anything, but it will help hide it

TemplarGFX
3D Hobbyist since 1996
I use poser native units

167 Car Materials for Poser


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