View Full Version : Modelling a mean ruffle and ncloth
tonytrout
02-21-2010, 05:16 PM
A asked Tomaya this question on his WIP thread which was probably a bit rude (sorry tomaya) so I thought i had better ask it here for any experts on nclth
Im trying to model a baby doll negligee with ruffles on the bottom for my pinup entry. Now I can rustle up a pretty mean ruffle modelling it on the flat in 15 minutes but modelling it on the bottom of a heavily folded and drapped negligee is almost a poly by poly exercise for me. I was wondering how to do this in ncloth without having the ruffle fall to bits while getting a fluid drape in the main negligee part. Model separately afterwards (painstaking), paint some attribute on the ruffle so it holds its shape but conforms to a more fluid drape on the negligee with a couple of simulations. Do I model the ruffle separately and constrain it to the negligee somehow, model it as part of the negligee. Can you piggy back a stiffer simulation on a more fluid one somehow? So many questions, so little idea :(
Tomaya
02-22-2010, 12:33 PM
Hey tony !
Yes , interresting ... ...first it would be really nice to post a Ref of what you plan to create , it could give us some ideas cause the material itself is very important , silk do not react as velvet , so the best thing to do , find your ultimate ref (real pics of course)... ...ok for you ?:thumbsup:
tonytrout
02-23-2010, 05:38 AM
Bonjour Tomaya :) Heres a couple of pics of what I had in mind, the vintage nightie is pretty spot on but probably without the long sleeves. It looks pretty complicated in the frill, and the other would be easier. In the second pic the part down from the bodice would be longer and fuller though more like a babydoll nightie, but the frill/ruffle is about right for what I imagined. Cheers :thumbsup:
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Tomaya
02-23-2010, 10:01 AM
very quick test , could be something like this ?
http://img190.imageshack.us/img190/1207/satinncloth.jpg (http://img190.imageshack.us/i/satinncloth.jpg/)
if it's ok , it's easy ....:)
PascalR
02-23-2010, 10:12 AM
very nice test Tomaya:dance:
El Burritoh
02-23-2010, 01:40 PM
very nice test Tomaya:dance:
No kidding!
Tomaya
02-23-2010, 02:21 PM
i can't resist , a little render test , in french we call it "frou-frou" , these are a bit too big but , i think that it's a good way to do this sort of cloth effects ... ...amazing ncloth !
http://img651.imageshack.us/img651/5143/froufrou2.jpg (http://img651.imageshack.us/i/froufrou2.jpg/)
collings
02-23-2010, 02:32 PM
man you rocks clap
Manuel Poehlau
02-23-2010, 04:03 PM
Sweeet :drool:
tonytrout
02-23-2010, 05:02 PM
Ha ha Ha, so cool, man you are good.:bouncy: Just like I want, now explain how easy ,please :)
Edit. Looking at the pics you have posted, I see you have answered a couple of my questions. Separate geometry, looks like the frill is constrained to the dress and the dress to the body. the constraint to the body looks quite stretchy, is that a function of the cloth material or the constraint, its made some nice pintucks at the top which is one thing Im after. I think you have constrained in a simpler rest pose, Maybe one of the pics is it? The pics you have posted is that your start geometry? I notice the lower constraints have moved away from the frill on one of the pics or is that part of the process? I assume that you have different NCloth materials on both parts with different settings, are you using the same nucleus solver for both or running two simulations; together? or after each other? The frill on the feu feu (great word :D) is a delight, did you increase the self collide on that to get it to hold its shape, Im especially liking the seam curl on the outside of the frill, did it need some attribute map to stop it uncurling. The seam curl is very important for making it look real in the render and what I want to reproduce. I was also wondering about the ncloth scale settings, my attempts tend to look sack like and stiff even adjusting the collision and stretch compression properties.
The very best thing for me is that you show it can be done, and you make it look easy he he :dance:
oops me bad : frou-frou :)
Tomaya
02-23-2010, 08:35 PM
yes of course , the little trick is to treat the fabric as a popcorn ...
The main part of the negligee is a classic "silk or satin" cloth so no big deal , create the ruffles with very simple meshes , then "component to component "
by vertex selection to weld ruffles and negligee ; set bend angle scale and rest length scale to 3 to make it grow as a "popcorn" , and mass to zero to have a very light type of fabric . and that's it ! The ruffles are too big in my examples , make it smaller if you want something like your pics ....
http://img163.imageshack.us/img163/2871/froufroutrick.jpg (http://img163.imageshack.us/i/froufroutrick.jpg/)
El Burritoh
02-23-2010, 08:51 PM
I'm afraid this thread is not sexy enough. ;)
That render is impressive!
Tomaya
02-23-2010, 08:58 PM
Thanks guys , very interresting by the way ... ....mmmh yeah... ...it could be more sexy ...:o
PascalR
02-23-2010, 09:13 PM
Fantastic Thomas! Thanks for sharing your settings as well clap
Manuel Poehlau
02-23-2010, 09:15 PM
n-cloth seems to be a very powerfull cloth simulator. Is it a plugin or integrated in maya?
El Burritoh
02-23-2010, 09:35 PM
n-cloth seems to be a very powerfull cloth simulator. Is it a plugin or integrated in maya?
integrated, I believe.
tonytrout
02-23-2010, 11:20 PM
Fantastic Tomaya, thank you very much for sharing. :beerchug: I go to play now, I try to make more sexy too :o, I think you show us all some things we are all gratefull for. :notWorthy::thumbsup:
ZippZopp
02-24-2010, 06:00 AM
very cool, thanks for sharing!
Tomaya
02-24-2010, 11:01 AM
you're welcome :D
http://img199.imageshack.us/img199/3627/froufrou4.jpg (http://img199.imageshack.us/i/froufrou4.jpg/)
Tomaya
03-03-2010, 09:55 PM
i've a little problem , very interresting in fact , in my test the ruffle is too big .ok. Normal , we stretch the cloth in every directions , so ,the result is nice cause it looks like the shape we need but the length is too high , we must constraint this parameter to zero , ok ? Let me think about it , i don't know if you have made some tests yet but start with a smaller mesh is maybe not the better way ...
....cool challenge anyway !
tonytrout
03-04-2010, 04:25 AM
Yes hi Tomaya I found the size thing too, still testing, but I learnt an awfull lot. I have had some OK results and some horrors :rofl: and I will post some pics when I have something Im a little bit bit prouder of ...he he. Im still trying to get a nice controlled edge curl, I think I will have to fake it with a bit of thickness on the outside polyloop after the simulation, since Im not animating the piece. But an intersting challenge yes. :beerchug:
tiktok
03-05-2010, 10:12 AM
this is fantastic!!! :beerchug:
so cool. :sw:
thanks so much for this!
-Bayard
tonytrout
03-06-2010, 06:22 AM
Heres a test pic as promised. . I think I can do the rest with shaders and a bit of tweaking and thicknessing on the edge geometry. I used a rest length scale of about 1.7 and a bend angle scale of 2. The figure is about 180 units tall (cm) and I used a nucleus solver scale of 0.5, I had it down to 0.1 and it gave good fast folds but a bit wild. I joined the two meshes with an edge weld constraint maybe I should use point to points every second vertex to get pintucks? Only other constraints were a point to point to hold the front together at the top and a couple of rubber bands from the strap end to points above the breasts to hold it from slipping sideways with the rest length scale set low on the constraint
For the final I might try with two ruffle edges
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setup geo
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Tomaya
03-06-2010, 09:59 AM
nice test tony , it works:thumbsup: Now the size is good but i think that the ruffle is not "twisted" enough , we have to try something else : put a constraint all along the border edge and increase the rest length to scale it...
By the way , happy to see your good result !
tonytrout
03-06-2010, 10:55 AM
Thats a brilliant idea clap Cool
Tomaya
03-06-2010, 02:52 PM
In fact there are many ways to do this ... ...this one is better i think
http://img690.imageshack.us/img690/6593/rufflenclothv02.jpg (http://img690.imageshack.us/i/rufflenclothv02.jpg/)
weiluntsai
03-06-2010, 08:27 PM
damn!! I love the clothing you done!!
just one thing, have you done the body yet? maybe the hands you need you work on it.
anyway, nice work:thumbsup:
drummermenco
03-07-2010, 01:48 AM
man this is truly sexy! love it! :dance:
Tomaya
03-09-2010, 11:10 PM
happy if it helps , especially for a pinup challenge ... but the tests are not finished , how to twist the ruffle much more ? watch the ref shape , it's very "curly" , i'm far from it even if the method is ok , i've to work again and again on it ... ...The key is The reference .ref ref ref ... ....always ...:thumbsup:
ps:very proud to be a "senior member"
Tomaya
03-10-2010, 02:11 PM
http://img641.imageshack.us/img641/7851/froufrouv04.jpg (http://img641.imageshack.us/i/froufrouv04.jpg/)
Manuel Poehlau
04-03-2010, 07:47 PM
Very nice cloth tests :)
Tomaya - Do you create these texture patterns by hand, or do you use some premade patterns from the net? I´m searching for nice flower patterns for the neck choker, for my pinup entry. Maybe you know some good recources.
Tomaya
04-03-2010, 08:37 PM
Noooooo ! it's a photo , of course , i'm not crazy at this point , type "belgium lace" on google you'll find a big pic , that's this one i use for the material , no big trick , just one thing : blurred reflections in it , that's all .
tonytrout
04-03-2010, 08:52 PM
personally for lace I havent had much luck finding decent lace patterns on the net and I end up making my own in b/w in a 2d package like below then stencilling onto a mudbox plane like in the inset generate a displacement map then sculpt with displacement to the whole UV map of the clothes. You have to gaussian blur the stencil a little to get a decent displacement map. I think quite carefully how the UVs are laid out for the cloth so when the displacement is applied it looks like where the cloth bias would meet at the seams, if that makes sense. Once that is applied I edit the displacement map>layer in mudbox to erase the sculpting for where I dont want it on the clothes like on seams or to leave areas for sculpting on another layer. I use the inverse stencil for transparency, and use a coloured version for the diffuse and specular. because I am importing whole maps that match they all line up on the UVs
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harford
07-04-2010, 09:20 AM
Amazing.. Great technique
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