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    FXGear Qualoth 2014 v2 For Maya 2012 - 2014 - Win64FXGear Qualoth 2014 v3 For Maya 2011 - 2014 - Win64FXGear Qualoth 2015 v1 For Maya 2011 to 2015 Win64FXGear Qualoth 4.1.8 MAYA 2011-2016 WIN64 Qualoth是经过全球最大的制片厂商验证的布模拟器。 Qualoth模拟逼真的布料和褶皱动画,并提供无与伦比的运算速度,支持多线程运算,通过一个复杂的物理模型和数值算法。可靠的碰撞处理和丰富的控件允许用户花更多的精力用于创造性的工作,而不是繁琐的测试。

    High Quality Cloth Animation with Less PainQualoth is a production-proven cloth simulator adopted by  some of the biggest studios worldwide. Qualoth is based on a  sophisticated physical model and numerical algorithms that produce  realistic wrinkles and cloth animation, and delivering unmatched  computational speed with fully multi-threaded solver. The reliable  collision handling and rich set of controls allow users to spend more  efforts on creative work rather than tedious trouble-shootings. Robust Collision HandlingQualoth can handle collisions on fast-moving objects, and  the self-collision technology can be resolved robustly even when the  cloth is trapped between collided objects.  The reliable collision  handling allows users to create simulation for complicated multi-layered  garments without artifacts. Convert All Types of Polygon Meshes into ClothsQualoth accepts quad-mesh, tri-mesh, or even non-manifold  mesh as its input geometry. The shapes of curved 3D surfaces can be  simulated as if they are molded to form such shapes in rest state, or  they can be simulated as if they were created with panel-based method by  utilizing UV coordinates for their initial flat shapes. The latter  method enables users to utilize the output of dedicated 3D garment  design tools such as DC Suite  which is designed for 3D creation of  real-life garments. Goal Shape ControlCloth animation is not necessary to be always physically  valid.  Users can add goal constraints to a cloth object and those goal  shapes can be animated easily. The attraction force of goal constraints  can be painted over the surface per-vertex wise. Partial Re-SimulationSometimes only the partial result of a cloth animation is  unsatisfactory and in that case you can choose such vertices selectively  which need to be re-simulated.  This leads to faster computation and  thus costs less time to achieve desired results. Re-Configurable Collision NetworkUsers have the complete control over which cloth collides  to which objects in case there are multiple cloth objects and collision  objects in a solver. In case of multilayer garments, the outermost cloth  might not need to collide to innermost cloth or collision objects such  as body.  This collision relationship can be specified for  cloth-to-cloth and cloth-to-object collisions and it can be  key-animated. This collision relationship network editing feature allows  users to increase solver speed and also it helps reducing unwanted  artifacts by eliminatingunnecessary computation explicitly.Bidirectional Interaction with Maya FluidQualoth supports bidirectional interaction with Maya fluid.  It is easy to make flapping flags, moving cloth in water, waving  clothes in wind with maximum reality by combining fluid simulation with  cloth simulation. Realistic WrinklesThe material that is simulated on Qualoth is not a spring  network. Its physical model is based-on deep understanding of cloth  material property that differs from rubbers and other elastic materials.  The realistic wrinkles and motions of cloth simulated by Qualoth come  from an advanced physical model dedicated to simulating fabric-like  materials. Crease SimulationCloth has hysteretic behavior. Once folded, the wrinkles  won’t be gone completely unless these are ironed out. This kind of  creases can be simulated dynamically with ‘bend plasticity’ property.  Crease simulation produces natural creases conforming to body joint  movements, and it can be fixed once satisfactory crease patterns are  acquired. If plasticity is used during animation, it will reduce  rubber-like look and movement, resulting in more natural motions.

    楼主 2015-10-16 13:29 回复

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