Having done, at this point, bats, dragons, flying dinos, and other types of membranes all over the place, not if you're after anything realistic looking even quarter field.
SSS, translucency, occlusion, edge specs and all just don't work out. There is also a massive difference in texture between the inside of a membrane and the outside, and displacement rarely, if ever, plays well with single sided surfaces. You get at best crowd quality levels of look-dev out of one sided membranes. As for Maya's wrap deformer, it's pretty embarassing. You are usually better off with rivets on a deforming surface and using NGSkin to make the weighting bearable (it has some decent tools to deal with those cases). If you can write your own, and even that is a pain given Maya is considerably deficient in dealing with point subsets access and pairing, do, if not, the wrap deformer is like rolling the dice against bad odds. You will occasionally win, most of the time you won't. On Wed, Jul 2, 2014 at 7:52 AM, 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 :( > > > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

