The maya wrap has serious deficiencies. We were stuck in hell with this at
Blizzard until RnD created a wrap deformer with editable weights per point.
The SS shaders required two sided surfaces, but Ambocc shader would return
black spots if the sides got too close. We would have to assign two-color
shaders in the viewport and paint push deformers on many shots. Often times
on cloth, if the back wasn't visible, we would just inflate the crap out of
them. I got pretty good at animating clusters.


On Tue, Jul 1, 2014 at 5:54 PM, Meng-Yang Lu <[email protected]> wrote:

> Could depend on the renderer.  Some shaders work better with thickness
> when it comes to SS or translucency.
>
>
> On Tue, Jul 1, 2014 at 2:52 PM, Matt Lind <[email protected]>
> wrote:
>
>> If the surface is thin, why do you need a backside at all?  Can't you
>> just use two-sided shading?
>>
>>
>> Matt
>>
>>
>>
>> -----Original Message-----
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Eric Thivierge
>> Sent: Tuesday, July 01, 2014 2:47 PM
>> To: [email protected]
>> Subject: Re: Best Modeling Practices question
>>
>> It's just not the same... :(
>>
>> not to mention you can't edit the deformer for fringe cases of bad
>> deformation.
>>
>> On Tuesday, July 01, 2014 5:16:44 PM, Sebastien Sterling wrote:
>> > you can do this in maya, with the wrap deformer ... i feel so cheap
>> > now :(
>>
>>
>>
>

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