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Cloth Simulation

cloth.mikail-khan.com

11–20 of 42 posts

Re: Cloth Simulation

#11
The tearing was unexpectedly disturbing!

Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.

Re: Cloth Simulation

#13
post #11

The tearing was unexpectedly disturbing! Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.

This.

I can tear real cloth if I try, but I need to try. A flick of the finger has never once in my life torn cloth.

Re: Cloth Simulation

#14
post #7
post #2

Maya and Cloe 3D and almost all fashion design software have it for decades already. Niche and fascinating software. Check out some demos. Cool stuff in software you don't even know exists:)

Of course cloth sims of varying fidelity are everywhere. Even games have had cloth sims for decades at this point. But it is also something that remains a research problem how to do efficiently and with good results; pretty much every year in siggraph you see couple of new papers around cloth sims. For example this year we got this https://youtu.be/d9TZhtXeMio

The cloth sim in Blender remains one of the most frustratingly un-updated features. I would dearly love to see it get an algorithmic refresh.

Re: Cloth Simulation

#15
post #13
post #11

The tearing was unexpectedly disturbing! Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.

This. I can tear real cloth if I try, but I need to try. A flick of the finger has never once in my life torn cloth.

Clear you must bite your nails!

Re: Cloth Simulation

#16
post #7

Earlier quoted context omitted.

Of course cloth sims of varying fidelity are everywhere. Even games have had cloth sims for decades at this point. But it is also something that remains a research problem how to do efficiently and with good results; pretty much every year in siggraph you see couple of new papers around cloth sims. For example this year we got this https://youtu.be/d9TZhtXeMio

The cloth sim in Blender remains one of the most frustratingly un-updated features. I would dearly love to see it get an algorithmic refresh.

At least solver seems faster (if not better) in later versions? p.s. My try at 'flag in the wind' in Blender from around 2022: https://0x0.st/s/aJ6DNj2pEHzRdBiscEIsbQ/KCsK.mp4 I do remember it took me all day to get somehow realistic motion.

Re: Cloth Simulation

#17
post #13
post #11

The tearing was unexpectedly disturbing! Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.

This. I can tear real cloth if I try, but I need to try. A flick of the finger has never once in my life torn cloth.

Literally unplayable

Re: Cloth Simulation

#18
First, kudos on this. Really cool to play with.

Reminds me of a great video not long ago that went over the main ideas behind weaving and knitting. Feels like you almost certainly have to take some of those ideas in mind when doing a simulation like this. Would be curious to read a breakdown of how this was made and how it incorporates the concepts that go into different fabric.

Re: Cloth Simulation

#19
post #5
post #3

Exactly as discussed in Sebastian Lague's video https://www.youtube.com/watch?v=PGk0rnyTa1U

I highly recommend watching the relevant section of that video (4:38 to 8:59) and then implementing it yourself in whatever system you know that can draw lines and circles (I did it in Godot; it took only a few minutes to learn enough Godot to start on the algorithm). It's absolutely mind-blowing that so little code can produce such a beautiful result. It's also fun to play with the parameters and see how they affect…

would you share your godot code to github?
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