Dynamic Clothing & Shader Opacity

I don't know if it's been asked before, but is there a way to account for opacity maps as "holes" in dForce clothing (any mesh vertices with Opacity of 0.0 are not calculated for in the simulation--so that cloth "below" the hole really does fall away from that "above" it to some extent)?

Comments

  • kprkpr Posts: 117

    There's still vertices/surfaces where the opacity is zero and, AFAIK, dForce works on those and the applicable weight-map(s). You could try painting different weights for the verts/surfaces that are set to zero-opacity (or those that surround them), that might have some effect?

  • felisfelis Posts: 4,434

    Simalution is based on mesh geometry. Oppacity is a shader parameter that don't influence simulation..

    If you want the mesh below the hole you need an actual hole in the geometry.

    If the "hole" is big enough or the mesh is dense enough, you could delete some faces with the geometry editor. (I am in doubt how hidden faces act in an simulation (hidden with geometry editor)).

  • felisfelis Posts: 4,434
    edited December 10

    Hiding polygons works.

    The attached image is a plane where I did hide 1-3 rows of polygons.

    Hidden_polygons_simulation.png
    1600 x 1200 - 4M
    Post edited by felis on
  • DartanbeckDartanbeck Posts: 21,623

    Yep. So when I need to do that sort of thing, I'll often use the Geometry Editor and select polygons within the transparent areas of the mesh and either hide them or delete them.

    If we Hide them, note that they are not still hidden the next time we open the scene - even if they were hidden during the save. This is where deleting can be handy for things that we want to reuse over and over..

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