Salmod
12-04-2006 00:04:45
Hi,
I'm trying to use the mass-spring cloth system to model curtains and table cloths and so on for a project I'm working on...
I know how to create the underlying PhysX representation, but am confused as to how I should actually render the object... From what I've been told, I would need to create a triangle mesh from the quad sets of "mass" objects in the system - i.e. 2 triangles for every square of 4 mass spheres and associatied springs, and then calculate all the normals and finally apply some techniques to smooth it all out (to avoid the crumpled paper look).
This sounds quite complex to me, and I was wondering if anyone had any simpler suggestions? (Or if there is any easy way to render the rigid-body cloth, that would be fine also)
Also, if anyone knows of any good documentation on the subject, that would be a big help also.
I'm trying to use the mass-spring cloth system to model curtains and table cloths and so on for a project I'm working on...
I know how to create the underlying PhysX representation, but am confused as to how I should actually render the object... From what I've been told, I would need to create a triangle mesh from the quad sets of "mass" objects in the system - i.e. 2 triangles for every square of 4 mass spheres and associatied springs, and then calculate all the normals and finally apply some techniques to smooth it all out (to avoid the crumpled paper look).
This sounds quite complex to me, and I was wondering if anyone had any simpler suggestions? (Or if there is any easy way to render the rigid-body cloth, that would be fine also)
Also, if anyone knows of any good documentation on the subject, that would be a big help also.