Well, i got a Cloth question here, and yes after the solution of course i will render it with vray… :lol:
What i want to do is a flag falling down into the screen. no problem here..
but now in the middle of the flag there´ll be a pannel with much more heavy leather.. now i just cant get to work to make two pannels, with different cloth materials, stitch them together and simulate it.. arrrgghh..
someone of you knows the real workflow.. ? do i need two different splines first, or both pannels in only one spline ? different garment maker modifiers, or just use one, or do i type in the different material settings somewhere inside the cloth modifier ?
hm im not too expert on cloth, but couldnt you simulate one cloth, and then duplicate it, and modify to be your leather?
or you could do this with displacement map and multiple shaders…
In the cloth modifier subobjects there is a “group” here you can select some of the verts and give them different cloth settings. So you would model the flag in one piece and just define the middle part as heavy leather. I haven’t ever tried what you are doing but think it should work.
You start with the flagg spline drawn in the top viewport. you also include the hole, you need later to put in the lether part..
then you copy the hole to the side, and let it stay a part of the shape.
now aply garment maker, aply the density you need.
now you also can break the inner circle of the hole to get two segments and also the outer circle that will be your leather thing..
you need this to stitch them together correctly.
now in the seams suboject group, select the segments of the hole and the leathercircle to stitch them together…
post after this the pannel of leather in the right position
now apply cloth
in the proprtys group now you can turn on the option for the whole flag to be a cloth objekt … and now… what i was searchig for… turn on the option, “use pannel options”..
in the pannels group now you can select different cloth propperties to the differing pannels..
this seems to solve the problem, while i didnt test it allready for the final simulation…
You could always simulate the flag and create another piece of geometry and use a skin wrap modifier to make it stick to the main flag…Your images are broken so i havent seen your attempts, but this method could work. You could add this new patch in post too…
this wouldnt solve my aim to use the end-target option and to understand if this works,
but i use now a comparable solution as you mentioned.
1. i did the simulation, using the two different materialproperties in the simulation.
2. i have produced a snapshot of the endtarget situaition of the flag.
3 i put a morpher on top and animate the flag to receive the endposition with the morper.
when i do this, the movement comes to an aprupt end, when i set the first morpher key.
6. i solved this by putting in the modifier stack, under the morpher a meshselect modifier with about 50 to 60 %, so the morper doesnt override the whole Cloth simulation.
this seems to work so far, while it isnt as elegant as it would be to integrate such end-aims directly inside of the cloth..
Tom - if you still have issues try posting on the Autodesk max forum in the Cloth/Hair topic
One of the guys from the people who wrote the software replies quickly to Cloth queries - helped me a lot in the past!
Cloth’s a monster, awesome, but needs loads of tweaking
hi Tom - you maybe missed the great reorganisation on the discreet max forum - its now called “the area” and has lots of extras and fancy graphics wiht a new url