Starkdog opened this issue on Jan 05, 2013 · 11 posts
Starkdog posted Sat, 05 January 2013 at 5:39 AM
Thanks, -Starkdog
Anthanasius posted Sat, 05 January 2013 at 6:02 AM
Plug white color to the displacement map, value 0.04 inches.
Other solutions, a legging is really close to the body, use second skin ;)
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Janl posted Sat, 05 January 2013 at 11:15 AM
It could be that the mesh is too low res. What happens if you subdivide it one more time?
Maybe showing a pic of the mesh might be helpful.
markschum posted Sat, 05 January 2013 at 2:11 PM
if you arent already use the extra collision options to try to ensure the leggings and figure detect as many collisions as possible. A tiny increase in collision depth may also help.
Zev0 posted Sat, 05 January 2013 at 5:42 PM
Quote - Plug white color to the displacement map, value 0.04 inches.
Other solutions, a legging is really close to the body, use second skin ;)
That displacement trick is exactly the thing I need, specially for semi transparent leggings where the skin messes up the shader.
Starkdog posted Sun, 06 January 2013 at 3:13 PM
Thanks, -Starkdog
Starkdog posted Sun, 06 January 2013 at 3:14 PM
Fugazi1968 posted Mon, 07 January 2013 at 1:47 AM
Seems I'm a little late :) sorry about that. The displacement trick is awesome, an excellent idea and solution.
otherwise it's a combination of mesh density, as previously mentioned and collision offset. Collision offset defines how far your mesh will get to your cloth. If the mesh is too low a density then you will need a higher figure, probably somewhere between .5 and 1, with a higher density you can go below .5.
If you are getting poke through at a collision offset at 1 then the mesh is too low.
That said :) the displacement trick is really awesome, I'd go with that :)
John.
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ericresop posted Mon, 07 January 2013 at 3:38 AM
Smoothing in Poser will increase the size of a figure at render time.
Subdividing will shrink !!!! an object !!!!
=> Result is poking.
If the poking is even, U can use a displacement map to overcome it.
It the poking is uneven or "hard", you will have to increase the size of the clothing object to fit over the figure at render time.
For dynamcs? Increase the collision depth @ offset.
Fugazi1968 posted Mon, 07 January 2013 at 1:27 PM
oh I forgot to mention the Simulation settings option :)
Above Cloth Self COllision are 2 options that can help in this case, when I get it I try "Object Polygon against Cloth Polygon", the default is vertex to vertex.
John
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paganeagle2001 posted Tue, 08 January 2013 at 7:56 AM
I used the Medium bodysuit mesh. Cut the mesh as required, moved a few polys to shape better and did a single subdivision.
Total poly count 3024.
Did a simulation, used basic settiungs, but had colission at 0.5. Switched off head, hands and feet option.
No poke through.
Silo Pro 2.1 used.
Rendered in PP2012.
All the best.
LROG
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