Unsmooth Fabric on Render

  • Angel Angel Comment actions Permalink

    You need to show a wire frame view of the result, it looks like you have applied additional modifiers into the Blender stack.

     

    When you export from MD you should export as a welded thin mesh model at 5-10mm particle mesh density, then in blender apply the correct modifiers to the thin mesh to bring it back into the same values (thickness) you had in MD. Do not apply subd onto a MD tri-mesh model > if you need to apply smoothing in Blender use other tools.

  • mmmswoosh Comment actions Permalink

    When I export the FBX as a single welded object, won't that prevent me from being able to use the individual UV maps of each piece of the patterN? 

  • Angel Angel Comment actions Permalink

    No - when you export you have the option in MD to set the patterns in the UV editor prior to any export. You should always do this as part of your build process > sort out the patterns on the UDIM atlas grid 1001, 1002, etc at the scale you need for your project. You can also apply unique custom base colors to the materials shaders (fabrics in MD) and these will import as mesh ID groups in blender for pattern mesh group separation at a later stage. So you liekly have some work to redo in that area before you export.

    When you export you have the option to choose unified UV co-ordinates (on) > this will assign the UV to you laid out earlier to the pattern pieces and place in the pattern 'bleed' on the UV layout for you. In UV editor there also is a manual bake to check off any normals you may have placed on  seams or fabric textures that can also be baked down - so check that workspace area out in MD.

    prior to export you need to make sure you have run a final 'beauty pass' simulation (CPU compute and NOT GPU compute) and that no patterns are frozen that could lock in faceting from a coarser mesh particle size you placed onto cloth during your build/assembly for the garment (eg: your sleeves)that look like you have gone from a coarse mesh to a fine mesh under a frozen pattern state.

    When you import into Blender, ensure after the import that you switch the model to render as smooth, in the case of your sleeves the artifacts look like you have out-of-sync mesh reduction either in MD or a subd in blender - so check the above notes before export. That should help resolve any fixed poly mesh (vertex and surface) data not yet simulated in MD. Once you have your model in blender (thin mesh)you can apply a solidify modifier (thickness) that is equal to the thickness for you fabric + pattern additional render thickness > such that it also matches the patterns additional collision thickness you had set back in MD. This ensures you will get exactly the same visual effect that you see in MD but keep the thin surface model in blender in a non-destructive workflow whereby the meshcount is smaller and where you can sculpt or tweak factors without any complex modelling work.

     

    Finally in MD you can also generate mesh topography as a quad mesh in low poly (quads) over your high poly mesh simulation. Then you export both the high poly and low poly to blender and bake down in the normal fashion from the high poly tri-mesh to the low poly quad topology. In blender you could place the shrinkwrap modifier to pull any low quad topology polymesh in snug.

     

  • mmmswoosh Comment actions Permalink

    How can I edit these areas in Blender where graphics are applied to in Marvelous Designer? 

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