Instead, you can selectively choose the vertices that need to be simulated again. When a cloth simulation does not look absolutely perfect, there is no need to start over. Partial Re-Simulation to Increase Efficiency With Qualoth, you can even paint a vertex map over a surface, assigning different goal constraint attraction force values to individual vertices. This lets you produce realistic garments from imported CAD patterns in dxf or eps file formats, such as those produced using CAD and vector production software such as DC Suite, Marvelous Designer, Optitex, Yuka CAD or Adobe Illustrator.Ĭloth animation does not always have to be physically valid. Qualoth also allows you to create clothing not only from cloth mesh draped on an existing 3D human model, but also by working from traditional patterns. Qualoth can accept quad-mesh, tri-mesh, and even non-manifold mesh as input geometry, for greater realism with a wider variety of source models. Seamless Import from 3D Garment Design Tools Reliable collision handling allows you to create simulations of complicated multi-layered garments without artifacts. The underlying self-collision algorithms are robust even when cloth is trapped between colliding objects. Qualoth simulates stunningly realistic collisions between cloth and fast-moving objects.
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