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Qualoth1.0BFeatureHighlightsHighQualityClothAnimationMadeEasyQualothisaproduction-provenclothsimulatoradoptedbysomeofthebiggeststudiosintheworldincludingDreamWorksStudios.Qualothisbasedonasophisticatedphysicalmodelandnumericalalgorithmsthatproducerealisticwrinklesandclothanimation.Poweredafullymulti-threadedsolver,italsodeliversunmatchedcomputationalspeed.Thereliablecollisionhandlingandrichsetofcontrolsallowuserstoputmoreeffortsintocreativeworkratherthantedioustrouble-shootings.1。0bfeature集锦高质量的布料动画容易Qualoth是生产验证的布料模拟在世界上一些最大的梦工厂工作室工作室采用。Qualoth是基础在一个复杂的物理模型和数值算法,产生逼真的皱纹和布动画。供电一个完全多线程求解器,它也提供了无与伦比的计算速度。可靠的碰撞处理和丰富的控制集让用户投入更多的创造力工作,而不是繁琐的麻烦射击。RobustCollisionHandlingQualothcanhandlecollisionsonfast-movingobjects,andthankstoitsrobustself-collisiontechnologyitcanhandleclothevenwhenitistrappedbetweencollidedobjects.Thereliablecollisionhandlingallowsuserstocreatesimulationforcomplicatedmulti-layeredgarmentswithoutartifacts.强大的碰撞处理Qualoth可以快速移动的物体的碰撞,谢谢它强大的自碰撞技术,它可以处理布,即使它被困之间的碰撞对象。可靠的碰撞处理,允许用户创建复杂的多层次的模拟没有文物的衣服。ConvertAllTypesofPolygonMeshesintoClothsQualothacceptsquad-mesh,tri-mesh,orevennon-manifoldmeshasitsinputgeometry.Theshapesofcurved3Dsurfacescanbesimulatedasiftheyaremoldedtoformsuchshapesinreststate,ortheycanbesimulatedasiftheywerecreatedwithpanel-basedmethodbyutilizingUVcoordinatesfortheirinitialflatshapes.Thelattermethodenablesuserstoutilizetheoutputofdedicated3DgarmentdesigntoolssuchasDCSuitewhichisdesignedfor3Dcreationofreal-lifegarments.将所有类型的多边形网格布Qualoth接受为四边形网格,三角网格,或即使非流形网格作为其输入几何。曲线的三维表面的形状,可以模拟如果它们被模制形成这样的形状在静止状态,或者它们可以被模拟为如果他们被创建以面板为基础的方法,利用紫外线坐标,其初始平面形状。后一种方法使用户能够利用专用的三维服装设计工具,如直流套房,这是专为现实生活服装的三维创作。GoalShapeControlClothanimationdoesn’tneedtobelimitedbythelawsofphysics.Userscanaddgoalconstraintstoaclothobjectandthosegoalshapescanbeanimatedeasily.Theattractionforceofgoalconstraintscanbepaintedoverthesurfaceper-vertexwise.目标形状控制布动画不需要被限制的物理规律。用户可以添加目标约束的布对象和那些目标形状可以很容易地动画。吸引目标约束的力量可以在每个顶点的表面上涂满了。PartialRe-SimulationSometimesonlysomepartsofaclothanimationneedchanging.Inthatcaseyoucanselectivelychoosetheverticesthatneedtobere-simulated.Thisleadstofastercomputationandlesssimulationtime.部分重新仿真有时只是部分零件的布动画需要改变。在那案例您可以有选择地选择需要重新模拟的顶点。这导致更快计算和仿真时间少。Re-ConfigurableCollisionNetworkUsershavethecompletecontroloverwhichclothcollidestowhichobjectsincasetherearemultipleclothobjectsandcollisionobjectsinasolver.Incaseofmultilayergarments,theoutermostclothmightnotneedtocollidewithinnermostclothorcollisionobjectssuchasbody.Thiscollisionrelationshipcanbespecifiedforcloth-to-clothandcloth-to-objectcollisionsanditcanbekey-animated.Thiscollisionrelationshipnetworkeditingfeatureallowsuserstoincreasesolverspeedandalsoithelpsreducingunwantedartifactsbyeliminatingunnecessarycomputationexplicitly.可重新配置的碰撞网络用户有完全控制这布料碰撞其中的对象有多个对象和碰撞对象的求解器。万一,如果发生多层衣服,最外层的布可能不需要与最内层的布料或碰撞碰撞物体,如身体。这种碰撞关系可以指定布布和布到对象碰撞,它可以是关键动画。这种碰撞关系网络编辑功能可以让用户为了提高求解速度,也有助于减少不必要的不必要的工件明确计算。BidirectionalInteractionwithMayaFluidQualothsupportsbidirectionalinteractionwithMayafluid.Bycombiningfluidsimulationwithclothsimulation,userscaneasilycreateveryrealisticanimationssuchasflappingflags,movingclothinthewater,andwavingclothesinthewind.Maya流体Qualoth支持双向互动的双向互动与玛雅流体。通过结合流体模拟与布模拟,用户可以很容易地创建非常现实动画,如挥舞着旗帜,在水中移动布,并在风中挥舞着衣服。RealisticWrinklesThematerialsimulatedonQualothisnotaspringnetwork.Itsphysicalmodelisbasedondeepunderstandingofclothmaterialpropertywhichdiffersfromthatofrubberandotherelasticmaterials.TherealisticwrinklesandmotionsofclothsimulatedbyQualothcomefromanadvancedphysicalmodeldedicatedtosimulatingfabric-likematerials.现实的皱纹的材料模拟Qualoth不是弹簧网。它的物理模型基于对不同于橡胶和其他材料的布质特性的深刻理解弹性材料。现实的皱纹和布Qualoth来自一个模拟的运动用于模拟织物材料的先进的物理模型。CreaseSimulationClothhashystereticbehavior.Oncefolded,thewrinkleswon’tbegonecompletelyunlessironedout.Thiskindofcreasescanbesimulateddynamicallywith‘bendplasticity’property.Creasesimulationproducesnaturalcreasesconformingtobodyjointmovements,anditcanbefixedoncesatisfactorycreasepatternsareacquired.Ifplasticityisusedduringanimation,itwillreducerubber-likelookandmovement,resultinginmorenaturalmotions.褶皱模拟布具有滞回性能。一旦折叠,皱纹不会消失除非解决完全。这种折痕可以动态的弯曲塑性模拟的财产。模拟产生折痕折痕自然符合人体关节运动,可以固定一次令人满意的皱图案被收购。如果在动画中使用可塑性,它将减少橡胶般的外观和运动,产生更多的自然运动。Tocreateaclothobject,selectapolygonmeshandperform“CreateCloth”command.Thenthefollowinghappen.1.Theoriginalpolygonmeshishidden,andusedastheinitialstateoftheclothobject.2.Aclothnodenamed“qlCloth1”iscreated.Thisnodecontainscloth-relatedattributessuchasmaterialproperties.3.Asolvernodenamed“qlSolver1”iscreatedandattachedtotheclothnode.Thisnodecontainssimulationparameterssuchas“framesamples”.4.Anoutputmeshnamed“qlCloth1Out”iscreated.Youcanperformoperationsonthismeshlikepaintingattributemaps,applyingconstraints,orotherclothmanipulationoperators.要创建一个布对象,选择一个多边形网格,并执行“创建布”命令。然后发生下列情况。1。原来的多边形网格是隐藏的,并用作布对象的初始状态。2。布节点命名为“qlcloth1”创建。此节点包含布相关的属性,例如材料性能。3。一种求解节点命名为“qlsolver1”创建并连接到布结。该节点包含模拟参数,如“框架样本”。4。输出网格命名为“qlcloth1out”创建。你可以在这个网格上进行操作喜欢画属性图,应用约束,或其他布操作。3.2BSolverandClothAsolvercalculatesthemotionofclothobjects,andclothhasitsuniquepropertiesli
本文标题:Qualoth手册
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