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Qualoth手册

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2021-02-01 21:45
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2021年2月1日发(作者:无题翻译)


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



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



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”

< p>


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


< p>


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。


< p>
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


/


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



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


-




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.




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



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



3< /p>


,点击“


Qualoth >


禁用碰撞物体间的“。



选择布


2


和对撞机


1


,点 击“


Qualoth >


禁用碰撞物体间的“。



选择布


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



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



0.003



0 .025



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。




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,

< p>
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




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



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




calculated



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



regardless


洽阻尼行为



samples



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




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



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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