-
Qualoth
1.
Feature
Highlights
0B
High
Quality Cloth Animation
Made Easy
Qualoth is a production-proven cloth simulator
adopted by some of the biggest studios
in the world including DreamWorks Studios. Qualoth
is based
on a sophisticated physical
model and numerical algorithms that produce
realistic wrinkles and cloth
animation.
Powered a fully multi-threaded solver, it also
delivers unmatched computational speed.
The reliable collision handling and
rich set of controls allow users to put more
efforts into creative
work rather than
tedious trouble-shootings.
1
。
0bfeature
集锦
高质量的布料动画容易
Qualoth
是生产验
证的布料模拟
在世界上一些最大的梦工厂工作室工作室采用。
Qualoth
是基础
在一个复杂的物理模型和数值算法,产生逼真的皱纹和布
p>
动画。供电一个完全多线程求解器,它也提供了无与伦比的计算速度。
可靠的碰撞处理和丰富的控制集让用户投入更多的创造力
工作,而不是繁琐的麻烦射击。
Robust Collision Handling Qualoth can
handle collisions on fast-moving objects, and
thanks to
its robust self-collision
technology it can handle cloth even when it is
trapped between collided
objects. The
reliable collision handling allows users to create
simulation for complicated multi-layered
garments without artifacts.
强大的碰撞处理
Qualoth
可以快速移动的物体的碰撞,谢
谢
它强大的自碰撞技术,它可以处理布,即使它被困之间的碰撞
对象。可靠的碰撞处理,允许用户创建复杂的多层次的模拟
没有文物的衣服。
Convert
All Types of Polygon Meshes into Cloths Qualoth
accepts quad-mesh, tri-mesh, or
even
non-manifold mesh as its input geometry. The
shapes of curved 3D surfaces can be simulated as
if they are molded to form such shapes
in rest state, or they can be simulated as if they
were created
with panel-based method by
utilizing UV coordinates for their initial flat
shapes. The latter method
enables users
to utilize the output of dedicated 3D garment
design tools such as DC Suite which is
designed for 3D creation of real-life
garments.
将所有类型的多边形网格布
Qualot
h
接受为四边形网格,三角网格,或
即使非流形网格作为其输入几何。曲线的三维表面的形状,可以模拟
< br>如果它们被模制形成这样的形状在静止状态,或者它们可以被模拟为如果他们被创建
以面板为基础的方法,利用紫外线坐标,其初始平面形状。后一种方法
使用户能够利用专用的三维服装设计工具,如直流套房,这是
专为现实生活服装的三维创作。
Goal Shape Control
Cloth
animation doesn?t need to be limited by the laws
of
physics. Users can
add
goal constraints to a cloth object and those goal
shapes can be animated easily. The attraction
force of goal constraints can be
painted over the surface per-vertex
wise
.
目标形状控制布动画不需要被限制的物理规律。用户可以
添加目标约束的布对象和那些目标形状可以很容易地动画。吸引
目标约束的力量可以在每个顶点的表面上涂满了。
Partial Re-Simulation
Sometimes only some parts of a cloth
animation need changing. In that
case
you can selectively choose the vertices that need
to be re-simulated. This leads to faster
computation and less simulation time.
部分重新仿真有时只是部分零件的布动画需要改变。在那
案例您可以有选择地选择需要重新模拟的顶点。这导致更快
计算和仿真时间少。
Re-
Configurable Collision Network
Users
have the complete control over which cloth
collides to
which objects in case there
are multiple cloth objects and collision objects
in a solver. In case of
multilayer
garments, the outermost cloth might not need to
collide with innermost cloth or collision
objects such as body. This collision
relationship can be specified for cloth-to-cloth
and cloth-to-object
collisions and it
can be key-animated. This collision relationship
network editing feature allows users
to
increase solver speed and also it helps reducing
unwanted artifacts by eliminating unnecessary
computation explicitly.
可重新配置的碰撞网络用户有完全控制这布料碰撞
其中的对象有多个对象和碰撞对象的求解器。万一,如果发生
多层衣服,最外层的布可能不需要与最内层的布料或碰撞碰撞
物体,如身体。这种碰撞关系可以指定布布和布到对象
碰撞,它可以是关键动画。这种碰撞关系网络编辑功能可以让用户
为了提高求解速度,也有助于减少不必要的不必要的工件
明确计算。
Bidirectional Interaction with Maya
Fluid
Qualoth supports bidirectional
interaction with Maya
fluid. By
combining fluid simulation with cloth simulation,
users can easily create very realistic
animations such as flapping flags,
moving cloth in the water, and waving clothes in
the wind.
Maya
流体
Q
ualoth
支持双向互动的双向互动与玛雅
流体。通过结合流体模拟与布模拟,用户可以很容易地创建非常现实
动画,如挥舞着旗帜,在水中移动布,并在风中挥舞着衣服。
Realistic Wrinkles
The
material simulated on Qualoth is not a spring
network. Its physical model is
based on
deep understanding of cloth material property
which differs from that of rubber and other
elastic materials. The realistic
wrinkles and motions of cloth simulated by Qualoth
come from an
advanced physical model
dedicated to simulating fabric-like
materials.
现实的皱纹的材料模拟
Qualoth
不是弹簧网。它的物理模型
基于对不同于橡胶和其他材料的布质特性的深刻理解
弹性材料。现实的皱纹和布
Qualoth
来自
一个模拟的运动
用于模拟织物材料的先进的物理模型。
Crease Simulation
Cloth has
hysteretic behavior. Once folded, the wrinkles
won?t be gone
completely
unless ironed out. This kind of creases can be
simulated dynamically with ?bend
plasticity?
property. Crease
simulation produces natural creases conforming to
body joint movements, and it can
be
fixed once satisfactory crease patterns are
acquired. If plasticity is used during animation,
it will
reduce rubber-like look and
movement, resulting in more natural motions.
褶皱模拟布具有滞回性能。一旦折叠,皱纹不会消失
除非解决完全。这种折痕可以动态的弯曲塑性模拟的
财产。模拟产生折痕折痕自然符合人体关节运动,可以
固定一次令人满意的皱图案被收购。如果在动画中使用可塑性,它将
减少橡胶般的外观和运动,产生更多的自然运动。
To create a cloth object,
select a polygon mesh and perform “Create Cloth”
command. Then the
following
happen.
1.
The original
polygon mesh is hidden, and used as the initial
state of the cloth object.
2.
A cloth node named “qlCloth1” is
created. This node contains
cloth
-related attributes such as
material properties.
3.
A solver node named “qlSolver1” is
created and attached to th
e cloth node.
This node
contains simulation
parameters such as “frame samples”.
4.
An output mesh named
“qlCloth1Out” is created. You can perform
operations on this mesh
like
painting attribute maps, applying constraints, or
other cloth manipulation operators.
要创建
一个布对象,选择一个多边形网格,并执行“创建布”命令。然后
发生下列情况。
1
< br>。原来的多边形网格是隐藏的,并用作布对象的初始状态。
2
。布节点命名为“
qlcloth1
”创建。此节点包含布相关的属性,例如
材料性能。
3
。一种求解节点命名为“
qlsolver1
”创建并连接到
布结。该节点
包含模拟参数,如“框架样本”
。
<
/p>
4
。输出网格命名为“
qlcloth1
out
”创建。你可以在这个网格上进行操作
喜欢画属性图,应用约束,或其他布操作。
3.
Solver and
Cloth
2B
A solver
calculates the motion of cloth objects, and cloth
has its unique properties like material
properties. A solver may have multiple
cloth objects, and the cloth objects attached to
the same solver
can interact with each
other through self-collisions or springs. If you
create a cloth object, the cloth
object
is attached to one of the existing solvers
automatically. However, you can change the solver
assigned to a cloth object or assign a
new solver to any cloth object through the “Change
Solver”
menu after
cre
ating a cloth object. When you click
“Change Solver” menu button, the existing
solvers
are listed with a
new solver creation option at the bottom. If you
want a cloth object to be attached to
a
specific solver when it?s created, select the
option box at the right of “Create Cloth” menu
button.
3
。
2bsolver
和布
一个解算器的运动的布对象,布有其独特的性能,如材料
p>
性能。一个解算器可以有多个布物,以及附着在同一个解算器上的布物件
可以通过自碰撞或弹簧相互作用。如果你创建一个布对象,布
对象是连接到一个现有的求解器自动。然而,你可以改变求解器
分配给一个布对象或分配一个新的求解器,以任何布对象通过“改变求解器”
创建一个布对象后的菜单。当您单击“更改求解器”菜单按钮时,现有的
解算器
在底部列出了一个新的求解器创建选项。如果你想要一
个布对象被连接到
当它创建时,一个特定的求解器,选择“创
建布”菜单按钮的右边的选项框。
A cloth
object has five attribute categories. The first
one is “Material Properties”. Each
material
property is
explained below.
Active
:
Activates or de-activates this cloth object. If
de-activated, this cloth node is completely
ignored by the attached solver, and
reading the cache is also disabled.
Length Scale
: Scale factor
for length unit. You can make the cloth looking
bigger or smaller than
the actual size
represented by the geometry by setting this value.
Density
: Mass density per
unit area.
Stretch Resistance
: Resisting force to planar stretching
and compression. (See Fig. 4-1.)
Shear
Resistance
: Resisting force to
shearing. (See Fig. 4-1.)
一个布对象有五个属性类别。
第一个是“材料属性”
。每种材料
下面的属性。
激活或激活这个布对象。如果激活,这个布节点是完全
被所附的解算器忽略了,并且读取缓存也被禁用。
长度刻度:长度单位的刻度因子。你可以使布看起来更大或更小
通过设置该值来表示几何尺寸的实际大小。
密度:单位面积的质量密度。
拉伸阻
力:抵抗力的平面拉伸和压缩。
(见图
4-1
< br>。
)
抗剪:抗剪强度。
(见图
4-1
。
)<
/p>
Stretch Damp
:
Damping factor for stretching motion.
Bend Resistance
: Resisting
force to bending.
Bend Damp
: Damping factor for bending motion.
Bend Yield
: Bending yield
limit angle (degrees) at which plastic deformation
is triggered. After
this limit angle,
the bending angles of the edges (creases) start to
deform permanently. Valid
range is
0.0~180.0. This value is meaningful only when the
Bend Plasticity is greater than 0.0.
Bend Plasticity
: The amount
of preserved creases. If this value is
zero(perfectly elastic), all
creases
disappears completely under no external forces. If
this value is 1.0 (perfectly plastic), all
creases are preserved 100% under no
external forces.
Air Drag
:
If there are Maya dynamic field such as Air Field
or Turbulence Field connected to this
cloth, the cloth motion follows the
field and this value controls the amount of
influence from
those air fields. In
case there is no attached field to this cloth,
“Air Drag” simply drags the cloth
motion in the direction of face normals
of each triangle.
Viscous Damp
: This damping force drags the motion
of each cloth vertex in all directions
uniformly regardless of the directions
of normals of each vertex.
Rubber
: This value scales the area of the
cloth in rest state. When the value is greater
than 1.0, it
makes the cloth expanded.
When smaller, it makes it shrink.
Friction
: Controls the
friction among cloth vertices. The vertices in
self-collision are affected by
this
friction value. Note that the friction between
cloth and colliders is controlled by
?collider
nodes?, not by
?cloth node?.
Pressure
: The amount of pressure force applied
to the vertex normal directions of each cloth
vertex.
Gravity
:
Gravity force.
拉伸阻尼:拉伸运动的阻尼因子。
耐弯曲性:抗弯强度。
弯曲阻尼:弯曲运动的阻尼因子。
弯
曲屈服:塑性变形引起的弯曲屈服极限角(度)
。后
这一限制的角度,边缘的弯曲角度(折痕)开始产生永久变形。有效
<
/p>
范围为
0
,
18
0
。此值是有意义的,只有当弯曲塑性是大于
0
。
弯曲塑性:保存增加量。如果这个值是零(完美的
弹性)
,所有
皱纹完全消失在没有外
力。如果这个值是
1
(完美的塑料)
,
所有
折痕保存
100%
在没有外力。
空气阻力:如果有玛雅动态领域,如
空气领域或湍流领域连接到这
布,布运动遵循该领域和该值控制的影响量
< br>那些空气场。如果没有附加场这布,
“空气阻力”简单地把布
在每个三角面法线方向运动。
粘性阻尼:阻尼力拖动这各布顶点的运动在各个方向
均匀的每个顶点的法线方向。
橡胶:
这个值是在静止状态下的布的面积。当价值大于
1
时
使布扩大。当更小,它使它收缩。
摩擦:控制织物顶点之间的摩擦。自碰撞中的顶点受
这种摩擦值。注意,布和碰撞之间的摩擦是由“对撞机
节点
'
,而不是
'<
/p>
布节点
'
。
压力:每一布的顶点法线方向施加的压力压力的量
顶点。
重力重力。
5.
Paintable properties
4B
All material properties
above except for “Bend Yield” and “Bend
Plasticity” are paintable. To paint
each property, select a cloth object
and right click to choose an attribute to paint as
shown below.
5
。
4b
paintable
性质
以上所有材料性能除“屈服强度”和“弯曲塑性”出来的。油漆
每一个属性,选择一个布对象和右键单击选择一个属性,如下图所示。
< br>
The maps for material properties
are scale factors for each property. The maps
which do not belong to
material
properties are explained below.
fieldMap
: Scales the
external field or fluid force. See “
11.
Applying Fields and Fluids
”
wrinkleMap
: Specifies the
bending angle for each edge. 0.5 corresponds to
0.0 degree, 0.0 to -
180 degrees, and
1.0 to +180.0 degrees respectively.
selfCollisionMap
: Enables
or disables self-collisions. Vertices painted
under 0.5 are disabled, and
vertices
painted above 0.5 are enabled.
solidCollisionMap
: Enables
or disables solid-collisions. Vertices painted
under 0.5 are disabled,
and vertices
painted above 0.5 are enabled.
solutionMap
: Use
softConstraintMap instead.
softConstraintMap
: Scales
the strength of the soft constraints. See
“
12. Constraints
”
thicknessMap
: Scales the
thickness attribute for the collision handling.
See “
6. Setting Cloth
材料属性的映射是每个属性的比例因子。不属于的地图
下面的材料属性解释。
FieldM
AP
:尺度的外部磁场或流体力。见“
11
。应用领域和流体
wrinklemap
:指定每个边缘弯曲角度。
0.5
对应
0
度,
0
—
< br>
180
度,
1
度至
180
度。
selfcollisionmap
:启用或禁用自我碰撞。
0.5
个顶点被禁用,和
顶点涂上
0.5
以上的启用。
solidcollisionmap
:启用或禁用固体碰撞。
0.5
岁以下的顶点被禁用,
和顶点画以上
0.5
个启用。
solutionmap
:使用
s
oftconstraintmap
相反。
< br>softconstraintmap
:尺度的软约束的力量。见“
12
。约束
thickn
essmap
:尺度的碰撞处理厚度属性。见“
6
。设置布
Node Attributes
–
Collision
Handling
”
proximityCriterionMap
:
Scales the proximity criterion. See “
6.
Setting Cloth Node Attribute
–
Collision
Handling
”
strainMap
: This map is for
visualizing how much each triangle is stretched or
compressed. This
map is not for editing
by users. This map can be shown by clicking
“Qualoth>Show Strain” or be
hidden by “Qualoth>Hide Strain” after
selecting the cloth mesh. (See Fig.
5
-2)
节点属性冲突处理
proximit
ycriterionmap
:尺度接近标准。见“
6
。设置布结点属性
碰撞处理
strainmap
:这张地图是可视化多少每个三角形拉伸或压缩。这
地图不是由用户编辑的。这张图可以通过点击“
Qualoth
>
显示应变”或
隐藏在“
Qualoth >
隐藏在选
择布网格应变”
。
(见图
5-2
)
The painted maps
can be exported and imported to a file. To do
that, select a cloth mesh whose maps
are to be exported/i
mported
and click “Qualoth>Save/Load>Save/Load Attribute
Maps”. These
export/import
commands store and retrieve the weight values as
floating point values, so the
accuracy
loss observed with the image export/import
functions does not occur.
所绘的地图可以导出并导入到
一个文件中。要做到这一,选择一个布网格,其地图
要导出<
/p>
/
导入,点击“保存
/
< br>加载
Qualoth > >
保存
/
加载属性地图”
。这些
导出
/
导入命令存储和检索的权重值作为浮点值
,所以
准确度损失与图像输出
/
p>
导入功能不发生。
Solid
Collision :
Activates collision
handling between cloths and colliders.
Self Collision :
Activates
self-collision.
Proximity Criterion :
Specifies the threshold for self
collision between cloth vertices inside a
cloth object. This value is
automatically determined by the solver attached to
this cloth, and can
be overridden
manually per each cloth object. (See Fig. 6-1,2)
Thickness :
Specifies the
threshold for self collision between the selected
cloth object and other
cloth objects
attached to the same solver. This value is
assigned as the same value of proximity
criterion if not overridden. (See Fig.
6-1,2)
固体碰撞:碰撞和碰撞激活处理布之间。
自碰撞:激活自碰撞。
接近标准:指定在一个内部的顶点之间的自碰撞的阈值
布对象。这个值是自动确定的求解器连接到这个布,可以
p>
被覆盖的每个对象的手工布。
(见图
6-1
,2
)
厚度:指定选定的布对象和其他的自碰撞的阈值
附着在同一个解算器上的布物体。此值被分配为接近的相同值
标准如果不重写。
(见图
6-1,2<
/p>
)
7.
Creating Colliders
6B
To make a polygon object
collision to cloth, select the cloth object and
the polygon object to be used
as a
collision object, and click “Qualoth>Create
Collider”. Then, the following happen.
为了使多边形物体碰撞到布,选择布对象和多边形对象来使用
作为一个碰撞对象,然后单击“
Qualoth
>
创建碰撞”
。然后,下面发生。
1.
A collider
node named “qlCollider1” is created.
2. A colli
der output mesh
named “qlCollider1Offset” is created and initially
hidden. This mesh isused for painting
collider?s attributes such as ?offset?,
?friction?, etc.
3. By
default, the collider is set to collide with all
the cloth objects under the same solver the
first selected cloth belongs to.
2.
1
。一
个名叫“
qlcollider1
对撞机节点的“冰上的创新。
3.
2<
/p>
。一个名叫“网格碰撞器的输出
qlcollider1offs
et
”的创新和
initially
藏
冰。本网用于绘画对撞机的属性如“偏
移”
、
< br>“摩擦”等。
4.
3
。城市的默认的对撞机,冰上有两个碰撞物布下的全是一样的
-
对
5.
属于第一选定的布。
6.
Active
: Activates or de-
activates
the collider. This flag is also paintable by
“Collision Map”. See
Fig.
7-2 for choosing the attribute to paint.
Offset
: Collision offset to
the original collision mesh. This value is
paintable over the offset mesh
created
per collider (qlCollider1Offset in the example).
Friction
: Friction between
the cloth and the selected collision object.
Priority
: The collider
priority. As this value gets higher, the priority
gets higher. This value is
paintable,
and the final priority of a vertex of collision
object is determined as the sum of
“Priority”
attribute (an
integer value) + “Priority Map” value (a floating
point value between 0.0~1.0). See
Fig. 7-1 to understand how the collider
priorities are treated.
7.
激活或激活的碰撞。这个标志也
被“碰撞地图修饰”
。看到
8.
图
7-
2
选择属性画。
9.
偏移:碰撞偏移到原始碰撞网格。此值可在偏置网格
10.
创造每对撞机(
qlcollider1offset
的例子)
。<
/p>
11.
摩擦:布与所选择的碰撞物体之间的摩擦。
12.
优先级:对撞机优先级。由于
这个值越高,优先级越高。这个值是
13.
修饰,和一个顶点碰撞对象最终优先确定为和“优先”
14.
属性(一个整型值)
+
“优先级映射”值(一个浮点值介于
0
和
1
之间)
。看到<
/p>
15.
图<
/p>
7-1
了解对撞机优先处理。
16.
8.
Controlling Collisions between
Objects
7B
When
you turn on self-collisions on cloth objects under
the same solver, all the cloth objects collide
with each other. Similarly, any
collider set to collide with a cloth object is
also set to collide with other
cloth
objects under the same solver. Users might want to
override this default behavior, and it can be
done by “Qualoth>Enable/Disable
Collisions Between Two Objects”
.
The following Fig. 8-1 shows the
default collision settings between three cloth
objects and one
collider under a
solver. All possible collisions between objects
are handled.
However, considering the
configuration of the cloth objects and the
collider, one might want to re
configure the collision handling
between objects as shown in Fig. 8-2.
17.
8
。
7bcontrolling
物体之间的碰撞
< br>
18.
当你在同一个求解器
上的布对象上进行自碰撞时,所有的布料物体发生碰撞
19.
与彼此。类似地,任何一个设
置为与一个布对象发生碰撞的碰撞也将与其他
20.
在同一个解算器下布对象。用
户可能要重写此默认行为,并且它可以
21.
通过“
Qualoth >
启用
/
禁用碰撞物体间的“。
22.
下面的图
8-1
三布的对象和一个默认设置之间的碰撞
23.
一个求解器的求解器。对象之间的所有可能的碰撞处理。
24.
然而,考虑到配置的布对象和对撞机,一个可能要重新
25.
配置对象之间的碰撞处理如图
8-2
所示。
Changing the collision
settings as above can be achieved by following the
steps below.
-
Select Cloth
1 and Cloth 3, click “Qualoth>Disable Collisions
Between Two Objects”.
-
Se
lect Cloth 2 and Collider
1, click “Qualoth>Disable Collisions Between Two
Objects”.
-
Select Cloth 1 and Collider 1, click
“Qualoth>Disable Collisions Between Two
Objects”.
You can
enable/disable the collisions between any two
objects at any time, and this flag is keyable.
For example, the collision relationship
node between Cloth 1 and Collider 1 is created and
named as
“qlClothShape1__to__qlCollider
Shape1_collision” after disabling(or enabling) the
collision between
those two
objects.
通过以下步骤来改变上述的碰撞设置。
<
/p>
选择布
1
布
3<
/p>
,点击“
Qualoth
>
禁用碰撞物体间的“。
选择布
p>
2
和对撞机
1
,点
击“
Qualoth
>
禁用碰撞物体间的“。
选择布
p>
1
和对撞机
1
,点
击“
Qualoth
>
禁用碰撞物体间的“。
您可以启用
/
禁用碰撞的任何两个物体之间在任何时间,这个标志是关键帧
。
例如,
1
和对撞机
1
之间的碰撞关系节点被创建并命名为
“
qlclothshape1__to__qlc
ollidershape1_collision
”后禁用(或启用)之间的碰撞
p>
那两只物体。
The “Collision” check box can be keyed
in the above qlCollisionRelation node. To find
this node, just
select the
corresponding cloth locator or collider locator,
then the related collision relationship nodes
will appear in the attribute editor or
in the channel view. (See Fig. 8-3.)
“碰
撞”复选框可以键入上述
qlcollisionrelation
节点。要找到这个节点,只是
选择相应的布定位器或碰撞定位器,然后将相关的碰撞关系节点
会出现在属性编辑器或通道视图中。
(见图
8-3
。
)
9.
Setting Solver
Attributes
8B
There are two categories
in the solver attributes, which are “Simulator
Attributes”, and “Collision
Attributes”.
9
。
8bsetting
求解属性
求解器属性有
2
类,即“
模拟器属性”和“碰撞”
属性。
Simulator Attributes
17B
Active :
Activates or de-activates this solver.
Solver Statistics
: Prints
the solver statistics as follows.
qlSolverShape1 FRAME 1: #CG:5 SOL:0.009
COL:0.013 DEP:0.003 TOT:0.025
ACCUM:0.025
Each field in
the above printed information means,
qlSolverShape1 : the name of the solver
node.
FRAME 1 : the current frame.
#CG : the number of iterations of the
dynamics solver.
SOL : the time spent
for dynamics computation in seconds.
COL : the time spent for collision
handling both for self and solid collision.
DEP : the time spent for evaluating the
input dependency nodes such as colliders,
constraints,
springs, fields, etc.
TOT : the total time of computation per
frame = SOL + COL + DEP .
ACCUM : the
accumulated computation time for this solver.
Simple Subsampling :
Determines the sub-sampling method
(simple vs. exact). If simple sub
sampling is turned on, the input nodes
such as collision objects are interpolated
linearly during sub
steps, or evaluated
exactly at each sub steps otherwise. For fast
rotating collision objects, using
“exact” sub
-sampling methods
would produce more accurate results at the cost of
increased
computation time (which can
be verified in DEP time in the printed solver
statistics).
激活或激活这个求解器。
求解统计:打印输出的统计如下。
q
lsolvershape1
框架
1
:
# CG
:
5
溶胶:
0.009
西:
0.013
p>
:
0.003
:
0
.025
的
DEP
TOT
积累:
0.025
以上印刷资料中的各个领域,
qls
olvershape1
:的求解节点的名称。
帧
1
:当前帧。
# CG
:对动力学求解的迭代次数。
溶胶:用于动力学计算的时间在几秒钟内。
颜色:用于碰撞处理自我与固体碰撞时。
DEP
:花评价输入依赖节点如碰撞时间,约束,
泉、田等
答:每帧
< br>=
溶胶
+
胶原
< br>+ DEP
计算总时间。
积累:积累的计算时间,该求解器。
简单抽样:确定采样方法(简单与准确)
。如果简单的子
采样是打开的,输入节点,如碰撞的对象是线性插值子
步骤,或在每个子步骤中准确地评价。对于快速旋转的碰撞物体,使用
“准确”的子抽样方法会产生更准确的结果,在增加的成本
<
/p>
计算时间(可在印刷求解统计
DEP
时间
验证)
。
Partial
Resimulation
: When turned on, only the
selected cloth vertices are simulated. This option
is only meaningful when all the cloth
objects have caches.
Start Time
: the frame number when this solver
starts to compute. This value is connected to the
“Start Time” of all the cloth objects
under this solver.
Frame
Samples
: the number of sub steps to
compute a frame. Using bigger numbers results in
better accuracy in collision handling
at the cost of increased computation time. 1~3 is
reasonable
for slow motions, 8~20 can
be used for fast motions.
部分
resimulation
:开启时,只有选定的布料顶点模拟。此选项
当所有的布对象都有缓存时才有意义。
开始时间:当这个求解器开始计算时的帧号。这个值被连接到
“开始时间”的所有布对象根据这个解算器。
帧样本:计算帧的子步数。用更大的数字结果
提高计算时间的成本,提高碰撞处理的精度。
1
3
是合理的
对于慢动作,
8
,
20
可用于快速运动
。
Time Scale
:
The time stretching factor. This value scales the
time unit used in Maya. Suppose that
one frame corresponds to 1/24 seconds
in Maya, and if you set “Time Scale” to 10.0, one
frame is
interpreted as
1/240 seconds by the solver. You can create slow
motion effect (bullet time effect) by
controlling this value.
Length Scale
: The length
scale makes the cloth objects under this solver
look bigger or smaller
than the actual
size which is represented by the geometry. Note
that each cloth object has “Length
Scale” attribute and “Length Scale
Map”. The final effective length scale of a
cloth vertex is
calculated
as follows.
Effective length scale =
Cloth Length Scale X Cloth Length Scale Map X
Solver Length Scale
MAX CG Iteration
: The maximum number of iterations for
dynamics computation. To obtain the
best results, do not let the solver hit
this limit. You can verify the number of
iterations used at each
frame in the
printed solver statistics (#CG)
CG
Accuracy
: The accuracy index for
dynamics iterations. As this value gets bigger,
more accurate
results are obtained at
the cost of increased number of iterations. 4~6
are reasonable for not-stiff
cloth, and
use 7~9 for stiff cloth. Values greater than 9 are
not recommended.
Gravity
:
Gravity force. Note that each cloth object can
have its own gravity. If it is not overridden
by each cloth, this value is used by
default.
Show Vertex Status
: Draw colored dots to show the status
of each cloth vertex. You need to
unhide the cloth locators to see the
colored dots. Green dots represent the vertices in
self-contact,
blue vertices represent
the vertices in contact with collision objects.
The red dots show self
intersected
vertices which are being pushed backwards.
Consistent Damping
: When
you increase the frame samples after adjusting
material properties,
you can see the
damping effect is lessened so that the resulting
motion of cloth looks different.
This
is an artifact caused by numerical algorithm used
for solver. To remove such artifacts, you can
turn on this flag to make the cloth
exhibit consistent damping behavior regardless of
the frame
samples being used.
Reference Frame Samples
:
When you turn on “Consistent Damping”, this value
is used as the
reference
frame samples. That means, the damping effect
appears as if the frame samples were this
value rather than the actual frame
samples being used by the solver.
Acceleration Scale / Velocity Scale
: Reserved for future use with “Local
Space Simulation”
Post Sim
Script
: A Mel script name which is
invoked at every frame (not at sub steps) after
solver
computation.
Collision Attributes
Self Collision :
Perform or
ignore self-collision handling. This flag can be
overridden by each cloth.
Self Recovery
:
When resolving self-collision, detect
and resolve self-intersections.
Self
Continuous :
When resolving self-
collision, detect and resolve continuous
collisions.
Proximity Criterion :
Distance threshold for self proximity
check. This value can be overridden
per
each cloth node, and also can be painted on cloth
meshes.
Proximity Force :
The repelling force for proximate cloth
vertices.
Solid Collision :
Perform or ignore solid-collision
handling. This flag can be overridden by each
cloth.
时间:时间尺度伸缩因子。这个值的单位是玛雅
的时间尺度。我想
一
corresponds 24
帧<
/p>
/
秒到
1
如果你
在玛雅,集“时间尺度”是
10.0
,一帧
1 interpreted as the seconds
< br>/
240
模式求解器。你可以创建慢动作模式(子弹时间
效应)的影响
这个值控制。
楼梯:楼梯
makes the
length
长度的布下的求解对象
this
the
面貌大或小
which is
the actual
比
size by the
geometry
公社。注释“
that each
has
布对象的长度
楼梯楼梯长度”
属性和“路线图”
。
the
最终有效长
度尺度涡
is of a
布
calculated
是
AS
< br>。
有效长度
=
楼梯楼梯楼梯布布长度
X
长度
X
长度尺度图求解
麦克斯:
CG
迭代
iterations for
the maximum number of
computation
动力学。
to obtain the
最佳结果,
do not let the
limit
命中本求解器。你可以
iterations
verify the number of used at each
在印刷帧(
#
CG
)求解器统计
CG
精度:精度
iterations
for the
指数动力学。
as
this
价值得到更大的,准确的
obtained results are at the number of
iterations of increased
成本。
4
~ 6 are for not reasonable
僵硬
布和布
7 ~
9
)使用刚性。
are not
建议值
比
9
大。
力:重力重力。注意
each have that
can
布自己的重力的对象。
overridden if
it is not
by each is used by
this
布,默认值。
状态:显示点状态点色画给
the of
each
布点。
You need to
locators to see the
隐藏茶布色点。绿色
代表
vertices
点茶自接触,
蓝色代表在接触与
vertices the
vertices
碰撞对象。红点显示自
intersected vertices which are
?
backwards
推动发起人。
洽:当你增加阻尼材料性能
samples after
the
帧调整,
You can
see the effect is so that the
lessened
阻尼导致不同布北电影学院。
this is
an
所致伪影算法求解
used
for
数值模式。这样的
artifacts to
remove
,
You can
这使转弯在线旗布
exhibit the of the
p>
帧
regardless
洽阻尼行为
samples
被
used
。
参考帧
< br>samples
:当你把“洽由阻尼值,
this is
used as
“
the
samples
参考帧。
the
effect that appears
as
阻尼均值,这是帧
samples if the
“实际值比
samples used by
the
帧被求解。
楼梯:楼梯的速度
/
加速度
reserved
for
未来使用“本地模拟与空间”
MEL
脚本:脚本后的
SIM
卡在每帧
invoked name which is
(
not
)步后分求解)
computation
。
碰撞属性
自做自碰撞:碰撞前的主处理。
This can be by
each overridden
旗布。
当解除:自恢复和自碰撞,探明
resolve
自型交叉口
。
连续性:当自解除自我碰撞,
resolve
collisions
探明和连续。
邻近:距离阈值和邻近准则的自我检查。
overridden
can be this value
对每个节点的布尔布,网格布涂层也可以在线。
邻近
repelling
队:队
vertices for the proximate
布。
性能:固固碰撞或碰撞的主处理。
This can be
by each overridden
旗
布。
Sharp Feature
:
Perform extra computation for sharp
features of solid object.
Sharp Feature
Force :
The repelling force for cloth
vertices in contact with sharp features of solid
objects.
Contact Threshold :
Distance threshold for cloth to solid
proximity check. See Fig. 9-2.
特点:对固体物体的锋利特性进行额外的计算。
尖锐特征力:排斥力布的顶点与固体接触尖锐特征
对象。
接触阈:布为固接的距离阈值
。见图
9-2
。
The cloth vertices within the contact
threshold from the collision offset mesh are
considered to be in
contact with the
collider and pushed toward the outer boundary of
the contact threshold. Note that
the
vertices beneath the offset mesh are also pushed
outward if their distances to the offset mesh are
below the contact threshold. Therefore,
the contact threshold should not be larger than
the thickness
of the thinnest part of
collision objects, otherwise the cloth vertices at
the one side of the collision
objects
would pop up to the opposite side.
The
following Fig. 9-3 shows how continuous collision
detection differs from proximity detection.
Solid collision handling uses
continuous collision detection by default, while
users can choose to use
it or not for
self-collision handling.
从碰撞偏移网格中的接触阈值内的布的顶点被认为是在
与对撞机接触,并推向外边界的接触阈值。注意
偏移网格下的顶点也被向外推,如果它们的距离为偏移网格是
低于接触阈值。因此,接触阈值应不大于厚度
对碰撞物体的最薄的部分,否则布料顶点在碰撞一侧
对象会弹出到相反的一面。
以下图<
/p>
9-3
显示连续碰撞检测不同于接近检测。
固体碰撞处理采用连续碰撞检测,默认情况下,用户可以选择使用
< br>
它或不为自碰撞处理。
As
seen in the above attribute editor, a cloth node
has its own cache attributes. If no cache file
name
is specified, a temporary file is
created and used as default.
Start Time
: This value is controlled by the
attached solver. Specifies the initial frame
offset for
caching.
Per
Frame Cache Folder
: A folder name
where the cache files are stored.
Cache
Name
: Cache file name.
Cache Subframes
: The number
of subframes to be stored for a frame.
If “Cache Subframes” is 1, the cache
file names
are generated as,
Cachename.0001
Cachename.0002
Cachename.0003
…
In case “Cache Subframes” is 3, the
cache file names would be
Cachename.0001
Cachename.0001.333
Cachename.0001.667
Cachename.0002
Cachename.0002.333
…
The “Cache
Subframes” could be useful fo
r 3D
motion blur for fast rotating movements since the
cloth
states during the sub-steps are
stored to the cache files. The best results will
be obtained if this value
在上面的属性编辑器中,一个
布结点有它自己的缓存属性。如果没有缓存文件名
指定的临时文件被创建并用作默认。
开始时间:这个值是由所附的解算器控制。指定初始帧偏移量
缓存。
每帧缓存文件夹:缓存文件存储的文件夹名称。
缓存名称:缓存文件名。
高速缓存子:被存储一帧的子帧的数量。
如果“高速缓存子”是
1
,缓存文件名生成,
cachename.0001
cachename.0002
cachename.0003
?
在“缓存子”是
3
,缓存文件名会
p>
cachename.0001
cachename.0001.333
cachename.0001.667
cachename.0002
cachename.0002.333
?
“高速缓存子”可以用于快速旋转
运动,由于布三维运动模糊是有用的
-
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