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#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.