We would take the high res geo, reduce it, then run a custom script that generated nulls that were cluster constrained to the points on the geometry and simulate it, then envelope those points onto out the high mesh. This was one of our work arounds, depending on the shot and what was needed, but this solution seemed to work pretty well, as long as your create the geometry from a default flat position and then simulate into position.
we tried cage deformers on some things, but found the size of the cage deformers to be huge compared to the enveloping. I think each situation calls for different approach. Found that some times you would get great results with one method and then the same method would create horrid results. On Fri, Dec 7, 2012 at 2:46 PM, Eric Thivierge <[email protected]> wrote: > Kris are you using the standard Cage deformer or the ICE based "Hull > Deformer" setup? > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > > On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel <[email protected]> wrote: > >> Thanks for the suggestions. Eric...your idea is what I had in mind but >> having a hard time figuring out the right node usage once I extract closest >> point. How do I store an offset? Cage is ridiculously slow so thats out. >> >> >> On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning <[email protected]> wrote: >> >>> wouldn't the stored offsets be in world space? Wouldn't you want them >>> in tangent space to not crumple weirdly? >>> >>> >>> On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge <[email protected]>wrote: >>> >>>> Use ICE to get the closest location on your low res (static, undeformed >>>> copy) from the high res mesh and store the offset transform from that >>>> location. Then use the reinterpret location onto the deformed low res geo. >>>> >>>> -------------------------------------------- >>>> Eric Thivierge >>>> http://www.ethivierge.com >>>> >>>> >>>> >>>> On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel <[email protected]> wrote: >>>> >>>>> I'm curious how others handle layered or very high res geo clothing? >>>>> I have a pretty high res geo of layered clothing on a character. I'm >>>>> getting some decent results with just applying syflex to the geo, enabling >>>>> self collision, boosting the subframe steps, etc. and letting 'er rip but >>>>> its pretty slow. I get fantastic results using one, lower res proxy mesh. >>>>> Whats the best way to transfer or copy a low res sim to a high res mesh? >>>>> I was creating nulls on each point on the lower res geo and enveloping >>>>> the >>>>> high res too it but now I'm dealing with managing almost 2k worth of nulls >>>>> and any envelope corrections are impossible. Any other suggestions other >>>>> than brute force? >>>>> >>>>> Kris >>>>> >>>> >>>> >>> >> > -- ------------------- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/

