Genesis 2 in a Long Green Dress

More demanding simulations, such as a full length dress, push my plugin to its limits.  That doesn’t mean it can’t get results though.  While also trying out Carrara 8.5’s stability with a Genesis 2 figure this simulation took about 2 hours to run, allowing about 5 seconds to go from a zeroed pose to being seated and then drape.  Again it is the still image that I am very happy with here, worth spending some extra time to do a little embroidery on the dress.


What is hidden in this render is that the collar of the dress sort of broke when the character’s neck bent.  The bent elbow is also a dangerous area for any practical simulation because the cloth can end up with nowhere to go.  Use of simple primitives under the skin is a good safety precaution.  Unlike certain other simulators, when mine goes wrong it doesn’t end up in a disaster.

The current code looks at all of the possible collisions of a thick vertex with an assumed convex surface – an elbow pit or neck is a concave surface.  The treatment of more complex surface interactions is what I hope to code next.  When viewed as an animation the fabric actually twitches a lot between frames, here and there.  If the surface collisions can be processed with more consistent results this should diminish.  With simple primitives there is never any twitch.

The arbor prop was not used for collisions, a few cubes were placed into the scene and then hidden for the bench seat and arm rest.

The conforming hair is not dynamic but morphed to get it out of the way for the render.  Such a hair style could possible work with draping too.  The simulation can handle layered cloth over cloth.  Internal cloth to cloth collisions are still treated as particle to particle hits to push them apart.

What is also on display here is the new Subdivider plugin.  You can get this in my Laboratory to try out.  It implements Loop(s) subdivision which is optimized for a triangular mesh.  Carrara uses Catmull-Clark subdivision which works with quads.  The Subdivider can be applied at the end of the Modifier stack when the simulation is finished to get 4 times the facets while smoothing out the cloth.

My plan for the plugin was always to expect that where it was to fit the figure’s torso to keep it as a conforming actor then allow for dynamics when it came to capes and dresses etc.  Again this simulation example did break but maybe the next version and my theories about concave and convex surfaces will work…The good thing now is that with the simulation timeout problem fixed I can run many more of them than before.

Leave a Reply