Fabrics sticking to each other

  • Angel Angel Comment actions Permalink

    Try simulating with the CPU instead at best setting, this will give a final quality simulation. Before you do that check your skirt layers are assign (top > 2 / Bottom > 1) Do an CPU general quality simulation with that layer assignment in the static position on the avatar, then when it has settled down change the two skirt layers both to layer '0'. This tells the cloth the simulation is now good to go in that state > and change the quality of the simulation in CPU to best. Then do the animation simulation.

  • karambola Comment actions Permalink

    Hi Angel! Thanks for the reply!
    I tried simulating on all "Fast (GPU)", "Normal (Default)" and "Fitting (Accurate fabric)" settings, and the fabrics sticking to each other and bleeding through happen on each simulation setting. I dont see where in the settings you can change the quality of the simulation to best?
    As i mentioned in the post, the layers are assigned, and they are assigned correctly.
    Also, my avatar is static, i dont do animation, so i dont do the animation simulation. Do i need to still do the animation simulation if i dont do animation and just want to simulation in a static pose?  
    Oh and by the way, when i simulate on "Normal (Default)" settings, this kind of z-fighting starts to happen:Is there any way to fix it? Changing the particle distance to lower amount doesnt fix it; the layers are assigned correctly.

  • Angel Angel Comment actions Permalink

    You say layers are assigned correctly ? Did you read my post about resetting both layers for the garment to layer zero after a successful CPU simulation at best quality ?


    Make sure in your stress 3D view that you do not have the cloth too tight on the upper layer at the waist. Or that you have the sewing angle set to pull the cloth down - maybe check the waist band sewing angle and then also think about getting rid of two layers of cloth on a tight waist. Where you have two layers of cloth tightly elasticated in simulation areas you may also need to either increase the fabrics simulation distance collision offset (or reduce it) and if that does not help you may need to get rid of the layer under the waist band in the area of pleating/elastication so it simulates better. In MD you need to think through some of the construction simulation issues and say to yourself - if you don't see it > do I need to simulated it? Often the answer is no because you are simply quadrupling your simulation time steps, so it's often better to make a pattern edit and get rid of elements that don't get seen in your final animated garment. A simple fix is too create a waistband that extends down below the top layer gathering and sew the lower skirt to that edge at a lower point where the build up of 2 layers is no longer an issue. That then allows the lower portion of the skirts inner layer to be seen and keeps the upper waist area more controllable in terms of constraints. So maybe think about changing some of the unseen construction elements.


    If it's not seen (don't show it) as that adds a lot of simulated time frame steps to a project. And where you can make repeat elements to speed up the process, copy and sew.  Also note in my start point (below) I make sure I freeze and inflate the dress to get a really good save state in the project history so I can return to that layout on the garment, so I am treating the build process very efficiently > testing a smaller portion to make sure all my technical simulation settings are correct before I get too heavily into the final build. So these 'ruffles' are elasticated onto a base skirt that is not ruffled - so that allows me to use elastic without getting two creased layers conflicting at the same particle distance.


    In MD if you want the top layer to crease over the underside layer you may need to attack the problem slightly differently, or you can dial the particle mesh distance down locally on the under layer by painting in sub divided mesh so it crease at a  finer resolution locally, that might help with the upper layers creasing at a more coarse particle distance factor. However my suggestion is > do you need the lower skirt to be creased at the waist - probably not, as it is not seen. You can recreate the mass of the underside layer at the waist band by changing the sewing angle so it pulls the top skirt out more and then add in stronger sewing value so it comes out giving the impression there is a second layer of cloth bulk under the top layer.

    See seam > sewing angle and strength settings (below) adjusting this can create a variety of pattern to sewn edge transition effects.





  • karambola Comment actions Permalink

    Hello again, Angel! Thank you for replying so swiftly! 
    I'm sorry, but where i can find the best quality settings for CPU simulation? There are "Fast (GPU)", "Normal (Default)", "Animation (Stable)" and "Fitting (Accurate fabric)" in the presets of the simulation properties, which one of them you mean as the best quality? Or maybe i'm missing something and i need to look somewhere else? I dont really change the settings in the simulation properties and just use the presets, so i'm not sure where to look for the best quality in simulation.
    About the layers, I tried to reset the layers to the layer zero. It doesnt really change anything, like, nothing really happens. It doesnt have any effect on the simulation.
    I checked the angles. All fold angles were set to 180, it's a standard i think? I didnt change anything about the fold angles during these simulations which i showed in this post.
    I'm not going to animate the garment i'm creating right now, I plan to make the garment in a static pose and that's it.
    For this project, i'm recreating a medieval outfit, so i kinda want to have the underskirt because i'm going for a historical accuracy and i want to show the layers of clothing. 
    The waistband is a temporary thing because i plan to create a shirt, undershirt, etc, so the skirt layers wont be attached to the waistband.
    I'm gonna make a fresh clean project and start from scratch to try out all your suggestions again.

  • Angel Angel Comment actions Permalink

    'Fitting accurate' CPU is the 'best' simulation to use on your avatar and garment when fitting the model and in a rest state. That will give you the best start point should you then shift to animation where you would use Animation > stable.


    You should be okay just using these simulation presets. For any assembly conflicts however you may need to tweak both the construction settings in local areas or 'cheat' the garment detail. 


    Changing the dress layers back to zero should change how the algorithm behaves, so it should reduce any surface collision conflict. If you are still getting that issue it means you need to look at your garments construction and detailing next.


    If your fold angles are 180 degrees (that is flat) sewing and on the waist band to skirt > that is NOT CORRECT. The sewing line angle for the skirt to waistband should be more like 90 -120 degrees to the waistband for the top skirt and for the bottom skirt it should maybe be more acute at 165-180 degrees. That may be your assembly problem. You can also turn the sewing line strength up on the upper skirt layer to help pull out the top skirt so it simulates into a 'bell' like shape off the waistband,then waterfalls away nicely.


    If it's a static pose then also try using the sub divide mesh brush on the top skirt just 50-80 mm away from the waist band so you get a finer mesh in that seam location - that will give finer creasing.


    You can keep the waistband in place and simple 'hide' it in the construction, that way it can be used to hold items in place. I often turn off pattern pieces I use hold the shape of a garment, you just never see that in the rendering.

    You should be able to simulate the top and bottom layer of the skirt together - so it's historically accurate.




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