7 Golden Cloth Rules

7条黄金法则

Basic rules for clothing

服装基本规则

  1. Only make the cloth mesh as dense as necessary 只有在必要的情况下,才能使布料的网眼密度足够大
    If you want small creases you will need higher subdivisions, for anything else try to make the cloths polygon size as big as possible while still being able to bend enough for the needed purpose. 如果你想要小折痕,你将需要更高的细分,为任何其他尝试使布多边形的大小尽可能大,同时仍然能够弯曲足够所需的用途
    Don't forget, a single polygon cannot be bent. 不要忘记,一个单一的多边形是不能弯曲的
    This becomes very visible when doing the old cloth on a table routine. You can either bevel the table or use (much) higher subdivided cloth. Usually beveling or the use of a beveled proxy is the better way. 当你在桌子上用旧布擦拭时,这一点变得非常明显。你可以把桌子削成斜面或者使用(更高的)细分布料。通常坡口或使用斜面代理是更好的方式

  2. For fabric use very small flexion and high stiffness values 对于织物使用非常小的弯曲和高刚度值
    Real fabric has very low Flexion forces. You can easily bend it to small radiuses. In Cloth this is reflected by the Flexion setting. Values smaller then 5% will do fine. Also common fabric is rather stiff (will not elongate much when pulled). Using Stiffness values of 100% will ensure this. 真正的织物具有很低的屈曲力。你可以很容易地把它弯成小半径。在布料这是反映了屈曲设置。数值小于5% 就可以了。普通面料也相当硬(拉伸时不会拉长太多)。使用100% 的刚度值可以确保这一点

  3. Make the eps settings depending on the object size 根据对象的大小设置 eps
    EPS (Epsilon) values determine the area around a surface in which a collision will be detected. Usually this should be set to values of 1/10 - 1/100 of the object size. EPS (Epsilon)值决定了将要检测到碰撞的表面周围的区域。通常应该将其设置为对象大小的1/10-1/100
    Polygon EPS < Edge EPS < Point eps 多边形
    If the colliding meshes are equally subdivided you might only need point or edge collision, thus speeding up calculation. 如果碰撞的网格是相等的细分,你可能只需要点或边碰撞,从而加速计算

  4. Don't use specular materials if you don't want a rubber like look 不要使用镜面材质,如果你不想要一个橡胶像外观
    Regardless of the physical behavior of your cloth it will most likely look like rubber if you use materials with speculars. If possible use textures and bump maps to give the cloth structure and a more natural appeal. 不管你的布料的物理性能如何,如果你使用带有反射镜的材质,它很可能看起来像橡胶。如果可能的话,使用纹理和凹凸贴图来赋予布料结构和更自然的吸引力

  5. Use as few polygons as possible 使用尽可能少的多边形
    The number of polygons in the cloth and collider determine the speed of calculation. Always try to use only as much as needed. If necessary replace the original collider object with a low poly proxy. This might conflict with rule 2. A combination of 0 subdivision Cloth object and Subdivision Surfaces for the cloth might help to smooth out minor problems. 布料和对撞机中的多边形数量决定了计算的速度。总是尽量只使用需要的数量。如果有必要,用低多边形代理替换原始碰撞器对象。这可能与规则2相冲突。结合0细分布料对象和细分表面的布可能有助于平滑的次要问题
  6. Choose correct size 选择正确的尺寸

  7. Optimal topology 最佳拓扑
    When modeling the original cloth you have to keep the largest possible elongation in mind. If you create a skirt you have to model it so there is enough material to allow for leg movement. Especially with long dresses this can be a real problem if you try to keep the fit tight and then create large leg movements. The only other solution for this is to allow for stretching (lower stiffness and higher rubber values. Stretching will show very obviously though. 当造型的原始布料,你必须记住最大可能的延伸率。如果你要做一条裙子,你必须做出模特,这样才有足够的材质让你的腿能动。特别是对于长裙,如果你想保持紧身,然后做大幅度的腿部运动,这可能是一个真正的问题。唯一的其他解决办法是允许伸展(较低的刚度和较高的橡胶值。拉伸将显示非常明显,虽然
    To create predictable and visually appealing folds and bending try to use polygons that are equal in size and as square as possible. A square plane will give very good results while a disc with the very differently sized segments and edge lengths will easily lead to problems. 为了创建可预测的、视觉上吸引人的折叠和弯曲,尽量使用大小相等、方形尽可能大的多边形。一个正方形的平面会给出非常好的结果,而一个具有非常不同大小的段和边长的圆盘会很容易导致问题