@Luca_Rood, I was wondering what are proper values for new cloth engine for fabrics like: denim, cotton, leather, silk etc. Is there some online reference table?
Luca do you plan to update presets shipped with blender to the new system? I’m sure it would help people to understand all settings and their values.
Sorry if stupid question, but will there be a “inflate” or some internal pressure option? Or can it be achieved now using existing options?
for inflate you can try to use force field(not perfect) or use “Modelling cloth” addon,it has inflate option.
@Luca_Rood hi, thanks for all your hard work on this.
May I ask if there is any ETA on internal pressure? I would use it basically everyday on my daily job and can’t wait for it.
Hi, Great work Luca
Is this by any chance possible?
It’s completely fine if it isn’t.
@JoseConseco, @cdog, unfortunately Blender’s cloth simulator is not based on real world units, which would be difficult to change at this point. It is also density-dependent, meaning the properties change depending on the mesh density. For these reasons it is difficult to define standard values.
Also note that things like “cotton” are extremely vague, as there are many factors influencing the fabric properties, other than just the fibre used. To mention a few things, think woven vs knitted, thread-count, thread-weight. Compare say a Jersey fabric typically used in t-shirts, with a heavy canvas for a grain sack for example. Even though both fabrics might be made of cotton, they will have vastly different behaviour. Of course all these different fabrics could be put into a table with all their properties, and become a useful reference, but I just wanted to highlight that this is more complex than it might seem, and that the usefulness of a preset system such as the one Blender used to have is extremely limited, if useful at all.
@lacilaci86, yes, there will be.
@marcoG_ita, no ETA at the moment. I’m currently busy with other things.
@melvi, thanks. It is currently not strictly possible, though one could use Property Weights to make the red areas extremely stiff, which might work well enough in some cases. Though depending on how stiff it really has to be, and on the mesh density in the stiff area, many time steps might be required. I think the best (though convoluted) approach here would be to represent the red parts with basic shapes, like tetrahedral structures, which would be easy to make very stiff, and then drive the actual mesh with some vertex parenting trickery, perhaps combined with a surface deform.
presets need not be realistic,but very much needed to understand parameters ranges(say from silk to leather).for eg.,i raised tension,compression to 250, still cloth looks like nylon.(doesn’t become stiff).in “Modelling cloth” addon the difference is clear,when stiffness is increased the folds look sharper(less curved)
How would one add thickness the cloth? I mean, it looks cool and everything in the viewport, but it has no thickness, so it won’t look correct in the renderings or in real-time apps.
Solidify modifier with a subdiv after the sim?
@Remade, I don’t think presets would help with this, and they would inevitably lead people to mistake them for actual definitions of materials, which is not a risk I am willing to take. I think that with your example, you might be confusing tension/compression stiffness with bending stiffness. Try playing around with bending, and see what you get. Also, the Modelling Cloth addon doesn’t have a decoupled stiffness model, making it very limited in the materials it can represent, and in fact bending stiffness is included in its “stiffness” property, so I suspect that is what you might be talking about.
@motorsep, as @B-Rae said, a solidify modifier after the simulation is the way to go. Optionally with a subsurf after. I actually sometimes even use a solidify sandwiched between two level 1 subsurfs, rather than, for instance, using one level 2 subsurf after (to get sharper edges). Alternatively, you can use a flat cloth simulation to drive a detailed mesh by using a surface deform modifier. Your detailed mesh can then not only have thickness, but any added attributes, like pockets.
great to see the clothsim receiving these improvements.
I agree that internal pressure is a feature that’s really missing
the workarounds are not very intuitive to use.
Jarek D (DJ)