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Cardboy0 — Can a Cloth get back to its original Shape?

#blender #cloth #experiment #physics #test
Published: 2021-08-07 16:50:51 +0000 UTC; Views: 1568; Favourites: 0; Downloads: 0
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Description

My third experiment on how the cloth modifier works in Blender.



This time I wanted to check if it was possible to have the Cloth Object assume its original shape again after it has been deformed.

From my experience with soft bodies I expected that it should be possible.


So, is it possible? Yes, or at least to a negligible degree. You can see that in the GIF above.

(Keep in mind that I just cared about finding out if it was possible, and not also about finding out what the best method for it is.)


I accomplished it with mainly two things: Using a Pin Group and messing around with its Pin Stiffness value. In the GIF above you can see the results for both low and high Pin stiffness.



low stiffness result:

  • Gets kinda back to original shape, but exhibits noticeable dents and other deformations that don't go away.
  • Mean distance between deformed and original vertex positions was 0.007m
  • Largest distance between deformed and original vertex positions was 0.14m

high stiffness result:

  • Gets back to original shape perfectly (at least it looks like it)
  • Mean distance between deformed and original vertex positions was 0.0000016m
  • Largest distance between deformed and original vertex positions was 0.0025m


In case that you are wondering how I got these exact numbers, I made myself a script that does MATH.



Do with this information what you want.






CLOTH MODIFIER SETTINGS:

    • Quality Steps:  5
    • Speed Multiplier:  1.0
  • Physical Properties
    • Vertex Mass:  0.3
    • Air Viscosity:  1.0
    • Bending Model:  ANGULAR
  • Stiffness
    • Tension:  7.9
    • Compression:  9.6
    • Shear:  2.0
    • Bending:  0.5
  • Damping
    • Tension:  1.0
    • Compression:  1.6
    • Shear:  1.9
    • Bending:  0.5
  • Internal Springs: DISABLED
  • Pressure: DISABLED
  • Shape
    • Pin Group:  Vertex Group where all vertices of the monkey were assigned a weight of 0.3
    • Stiffness:  0.2 or 10.0
    • Sewing:  False
    • Max Sewing Force:  0.0
    • Shrinking Factor:  0.0
    • Dynamic Mesh:  False
  • Collisions
    • Quality:  2
  • Object Collisions: ENABLED
    • Distance:  0.015
    • Impulse Clamping:  0.0
    • Vertex Group:  None
    • Collision Collection:  None
  • Self Collisions: DISABLED
  • Property Weights
    • Structural Group:  None
    • Max Tension:  15.0
    • Max Compression:  15.0
    • Shear Group:  None
    • Max Shearing:  5.0
    • Bending Group:  None
    • Max Bending:  0.5
    • Shrinking Group:  None
    • Max Shrinking:  0.0
  • Field Weights
    • Effector Collection:  None
    • Gravity:  0.0
    • All:  1.0
    • Force:  1.0
    • Vortex:  1.0
    • Magnetic:  1.0
    • Harmonic:  1.0
    • Charge:  1.0
    • Lennard-Jones:  1.0
    • Wind:  1.0
    • Curve Guide:  1.0
    • Texture:  1.0
    • Fluid Flow:  1.0
    • Turbulence:  1.0
    • Drag:  1.0
    • Boid:  1.0


Note: It is possible that some of the cloth modifier settings above are wrong (= could be not what I used), since I don't remember if I changed them after I was done with rendering or not.



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