@@BlenderSecrets marvelous designer just needs better retopology functions such as snap between different modes, better collision, their cloth simulator is way too slow even for great computers, its not a modeling software so faces and vertices can fold and cross eachother. Its good if you make a high poly in marvelous designer and bake a low poly over it. MD has improved on its n gon outputs. Now the software doesnt produc ngons but still has improperly place vertices. So a belt that is supposed to be a rectangle may not have even topology but might have a row of smaller polygons. Then the issue gets worst when you sew that belt to a pants. Quads are still kept, but the vertices will be random instead of something like a blender bridge edge loop.
@@BestMods168 I've noticed that on models I purchased online, made in MD. The topology is really difficult to use, everything is made of small separate mesh islands, lots of flipped normals etc. Takes a lot of work to make it useable. But, it seems like fun to use.
Love it. It is actually pretty helpful to scale things up, to get better simulation results. However, as soon as you baked your sim and want go scale it back down you got a problem. I needed some time to find a workaround, because i don‘t want to scale up everything just for a cloth sim. What i recommend is to export the baked mesh data as pointcache (pc2). Then delete the clothsim, scale everything back and add a mesh cache modifier and select the pc2 file as source. Make sure you don‘t make any changes to the geometry of your mesh, i even recommend to export the clothsim without any modifiers active. If you need modifiers to improve the sim, use a mesh cache sequence modifier instead and export the sim data via alembic (abc). Notice that alembic exports all data, including active modifiers. I just wanted to say that incase someone got problems with that. I hope i was able to explain it well enough.
amazing, tutorials🎉 appreciate it a lot. Just question regarding clothes, in this case if t-shirt is longer, or generally if there is more layers of cloth, is there a blender secret solution to delete/hide layered parts and at the same time optimize textures? meaning remove unused parts? 😊❤
Scaling everything up shouldn't be a thing to improve simulations. Blender Devs really need to tackle the physics solvers. Thanks for your video anything.
i’m coming from fashion design to blender…i love all these clothing videos you are posting!! thanks so much!
Great, any topics that you might be interested in seeing?
From fashion to blender? Clo3d?
I bought your book because I wanted to support all the free work you've done for this community, thank you for what you do. :)
Thank you! I couldn't do it without people like you.
really loving the cloth tutorials,trying to move from marvelous designer and these are a big help
Is there anything specific from Marvelous Designer that you’d like to be able to do in Blender? I don’t know MD that well.
@@BlenderSecrets marvelous designer just needs better retopology functions such as snap between different modes, better collision, their cloth simulator is way too slow even for great computers, its not a modeling software so faces and vertices can fold and cross eachother. Its good if you make a high poly in marvelous designer and bake a low poly over it. MD has improved on its n gon outputs. Now the software doesnt produc ngons but still has improperly place vertices. So a belt that is supposed to be a rectangle may not have even topology but might have a row of smaller polygons. Then the issue gets worst when you sew that belt to a pants. Quads are still kept, but the vertices will be random instead of something like a blender bridge edge loop.
@@BestMods168 I've noticed that on models I purchased online, made in MD. The topology is really difficult to use, everything is made of small separate mesh islands, lots of flipped normals etc. Takes a lot of work to make it useable. But, it seems like fun to use.
This technique works no matter what version of Blender you're using too. Thank you for this!
Love it. It is actually pretty helpful to scale things up, to get better simulation results. However, as soon as you baked your sim and want go scale it back down you got a problem.
I needed some time to find a workaround, because i don‘t want to scale up everything just for a cloth sim.
What i recommend is to export the baked mesh data as pointcache (pc2).
Then delete the clothsim, scale everything back and add a mesh cache modifier and select the pc2 file as source.
Make sure you don‘t make any changes to the geometry of your mesh, i even recommend to export the clothsim without any modifiers active.
If you need modifiers to improve the sim, use a mesh cache sequence modifier instead and export the sim data via alembic (abc). Notice that alembic exports all data, including active modifiers.
I just wanted to say that incase someone got problems with that. I hope i was able to explain it well enough.
Nice!
i usualy use plugin add on cloth v.2, thats help me to create cloth simulation so fast and easy
amazing, tutorials🎉 appreciate it a lot. Just question regarding clothes, in this case if t-shirt is longer, or generally if there is more layers of cloth, is there a blender secret solution to delete/hide layered parts and at the same time optimize textures? meaning remove unused parts? 😊❤
You could use a Mask modifier to hide parts non-destructively
genial !
Sos re picante!! 😅🙏🙌👏👏👏👌🇦🇷🙋🏻♂️
Is there a way to add buttons to a cloth? I tried with a mesh modifier but it deforms pretty bad
Plz do more videos About cloth sim we need more help
Oh my god it was that simple... .-.
Scaling everything up shouldn't be a thing to improve simulations. Blender Devs really need to tackle the physics solvers.
Thanks for your video anything.
Lol 😂I wonder why that happens maybe they round off numbers for compute speed or something.
I need a Blender Secrets Chat Assistant.
This is not helpful for something more stylized like anime characters.