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Cloth and forces problem with similation
show user profile  Spear Chuck
It seems there's a fine line between furling of cloth with wind and gravity. Just when I think the variables are just right it all goes haywire. Either the wind, turbulence or strength of gravity is just to much. Anyone have advice on how to keep the cloth from going all weird? It's silk.

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8/31/2015 9:51:39 PM (last edit: 8/31/2015 9:52:48 PM)
show user profile  herfst1
First thing I'd do is make sure your mesh is dense, very dense. Use tesselate modifier with faces checked and... I forget the other, basically make sure each square has a cross in the middle. This won't necessarily help with your error, it'll just give better results when using cloth.

Secondly, if you're simulating local it's less accurate and more errors can sometimes occur. Try just pressing "simulate," it's the button a bit down from "simulate (local)."

Otherwise, just try, try again till it works.
read 507 times
8/31/2015 10:02:46 PM (last edit: 8/31/2015 10:02:46 PM)
show user profile  Spear Chuck
Tessellate is in, I redid the cloth, hit simulate and nothing happens now
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8/31/2015 10:29:48 PM (last edit: 8/31/2015 10:29:48 PM)
show user profile  herfst1
Delete cloth modifier, add it back, and try again.

If it messes up, try again.

Adjust wind parameters or whatever and try again.

[edit] I'm assuming you put the tesselate modifier below the cloth modifier, right? If not, do that.
read 494 times
8/31/2015 10:52:26 PM (last edit: 8/31/2015 10:53:42 PM)
show user profile  Spear Chuck
I recreated it from a cut plane having many segments. I don't know if isolating it helped but initially it screwed up until the isolation. No tessellation

read 489 times
8/31/2015 11:25:54 PM (last edit: 8/31/2015 11:28:19 PM)
show user profile  Spear Chuck
How to I map the gradient falloff so there's no bleeding between red and white stripes?

read 472 times
9/1/2015 2:14:57 AM (last edit: 9/1/2015 2:14:57 AM)
show user profile  ccampbell
For bleeding you need more flags on your gradient ramp another one very very close to each of the
center ones.

For the flag, you may have trouble using tessellate on that triangular shape. I would use subdivide.

$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};

read 443 times
9/1/2015 5:50:32 PM (last edit: 9/1/2015 5:50:32 PM)
show user profile  Mr_Stabby
sometimes cloth just screws up and becomes borked all on its own. You can fix by reapplying or adding a temporary turbosmooth under the modifier that will force reevaluate.

as for the bleed - I'm guessing the 4 corner option has something to do with it, try the default one (don't remember what its called)

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9/1/2015 6:32:52 PM (last edit: 9/1/2015 6:32:52 PM)
show user profile  Spear Chuck
I tried to put flags at 1 and 99 and next to the center ones to stop gradient but finally made a bitmap.

Thanks Stab for the Turbosmooth tip. I noticed a few times a break in simulation over the slightest tweek

read 437 times
9/1/2015 6:42:24 PM (last edit: 9/1/2015 7:46:06 PM)
show user profile  herfst1
The flag pole thing is easily sorted by making a poly ring for each colour change, then applying different material id's for the red and white parts, then use a multisub material. The gradient ramp option is... I wouldn't use it.
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9/1/2015 9:08:04 PM (last edit: 9/1/2015 9:08:04 PM)
show user profile  Spear Chuck
Gothchuh...I've used multisub a lot. Does anyone know if Map Channel: numbers can be used over on different materials in a scene or just once? I'd think by now Autodesk would have figured it out. Not that I'm any good at this enough to complain but...keeping a map channel labeling log of numbers outside material editor is a drag should you forget or get behind

I asked this question at least 5 years ago
read 415 times
9/2/2015 12:39:24 AM (last edit: 9/2/2015 5:07:12 PM)
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