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Making adjustments to the curtain cloth modifiers

From: Getting Started with Reactor in 3ds Max

Video: Making adjustments to the curtain cloth modifiers

The Cloth modifier gives you a handful of helpful settings that allow you to control the behavior of a cloth surface--whether that be a blanket draped over the back of a couch or a living room curtain like we are working with in our project here. Using the Cloth CurtainsO2 file that we saved at the end of our previous video, let's see what we can do about the way our curtains stretch and fold as they gather up to the sides of our glass sliding door. To begin, let's temporarily turn off the map that we have assigned to both curtains. That will eliminate the scintillation that we have been getting in our previews, in addition to allowing us to better review and evaluate our curtain geometry.

Making adjustments to the curtain cloth modifiers

The Cloth modifier gives you a handful of helpful settings that allow you to control the behavior of a cloth surface--whether that be a blanket draped over the back of a couch or a living room curtain like we are working with in our project here. Using the Cloth CurtainsO2 file that we saved at the end of our previous video, let's see what we can do about the way our curtains stretch and fold as they gather up to the sides of our glass sliding door. To begin, let's temporarily turn off the map that we have assigned to both curtains. That will eliminate the scintillation that we have been getting in our previews, in addition to allowing us to better review and evaluate our curtain geometry.

When opening up the Material Editor, you'll find the curtain material on the top row, far left. We can simply drop down do its map section, turning off the check mark to the left of the Diffuse Color slot. Why don't we now focus our attention on the right-hand-side curtain? We will select that, then head over to the Modify column in the Command panel. Okay, on the Cloth Modifier, let's right away turn on a setting a little further down called Avoid Self-Intersections. This will make sure that when the curtain geometry starts bunching together that nothing crosses over unrealistically.

Once you have made that change, go ahead back up to the top of settings. To take some of the stretchiness out of the curtain, in the Force model section, we can experiment with the Stiffness value-- a higher number making the cloth surface stiffen up. Let's see what a number like 0.5 would do. Now currently, we are running both of our curtains through our simulation. In the view, let's select the cloth collection and remove the left-hand curtain from the simulation.

Now, we can go ahead and run our preview. So, that tightens things up a little. Reselecting the curtain, then back to the controls on the right, the Damping setting can also help with the stretch. Officially, Max's reference manual will tell you that Damping controls how fast or slow the so-called energy that makes a soft surface change dissipates, or fades away.

More simply put, a higher Damping value will force our curtain surface back to its original shape quicker. Let's see what changing that number to 0.5 would do. After typing things in, we will run another preview. On review, that seems to have helped a bit. Now, we probably need to make our curtain just a little bit stiffer, so let's take that stiffness to let's say 0.8.

And we will run our simulation through another preview. So, that's a little better still. Now, there are a couple of other settings that you might want to experiment with. Air Resistance is another setting that deals with the way an object loses energy as it moves. A higher number would allow the curtain movement to die down a little better once it's been pulled open.

Let's plug in a value of 0.8 there. Friction deals with how smoothly a cloth would move once it came into contact with something else, while relative density pertains more to the buoyancy of a cloth when floating. Neither of those really have much impact here. So, I am going to be happy with the way things currently look on the right-hand-side curtain. Now, we can plug those same values into the curtain on the left. We will set the Air Resistance to 0.8, the Stiffness value will also go to 0.8, and the Damping will be set at 0.5.

Now, make sure you also turn on the Avoid Self-Intersections check mark a little further down. That should get us rolling. Now, there is one last thing we ought to do, and that's to see if we can get our curtains to start our animation in a more relaxed-type state. Right now, when the action in our scene starts, both curtains appears stiff as a board. To loosen that look up a little, Max offers an option in its preview window called Update Max. What the option does is it takes the position and look of an object during a simulation and transfers, or updates, that condition or state back into the actual Max scene prior to creating any keys, and that's what we need to do here.

Now before we do that though, let's make sure that both of our curtains are being included inside our sim. We'll go back and select the cloth collection in the scene, then on the right, add backend or left-hand curtain. Okay, let's now go ahead and open up that Preview window. What we are going to do here is start the preview, then stop it right at the point where we have our curtains in a little bit more of a relaxed position. That should happen just moments into our sim. Let's see what we can do. We will type P, then stop the play once our curtain has made its initial drop down.

Once we've done that, up at the top of our preview window, we will go to the Max pulldown. In there, we will then choose Update Max. Now the actual update back to our scene won't happen until we close the Preview window, so let's go ahead and do that. Taking your Camera view back to being full screen, we can now see that both pieces of our curtain geometry have a not-quite-so-iron-flat look. The curtain deformations stored in the update Max command now reflect back on our scene. Pretty cool how that works.

Why don't we now reactivate the map that we have on our current material, and we will render things up to see how things look. The more relaxed look for our curtains, even though subtle, definitely looks better. That will pretty much do it in preparation for creating our permanent keys.

Show transcript

This video is part of

Image for Getting Started with Reactor in 3ds Max
Getting Started with Reactor in 3ds Max

39 video lessons · 4140 viewers

Steve Nelle
Author

 
Expand all | Collapse all
  1. 4m 57s
    1. Welcome
      1m 24s
    2. How to use this course
      1m 7s
    3. Using the exercise files
      2m 26s
  2. 56m 21s
    1. Understanding how Reactor works
      7m 33s
    2. Accessing the Reactor commands and controls
      4m 1s
    3. Working with Reactor's collection types
      7m 51s
    4. Working with Soft Body Modifier types
      5m 56s
    5. Using constraints to limit object movement
      7m 46s
    6. Assigning physical properties using the Property Editor
      7m 45s
    7. Previewing a simulation
      3m 56s
    8. Creating keyframes for a simulation
      4m 58s
    9. Controlling the accuracy of your simulations
      4m 30s
    10. Choosing a physics engine to run your simulations
      2m 5s
  3. 51m 46s
    1. Project overview
      56s
    2. Modeling the broken glass
      13m 17s
    3. Adding the simulation's physical properties
      1m 53s
    4. Animating the breaking object
      5m 4s
    5. Creating the Rigid Body Collection
      1m 32s
    6. Previewing the simulation
      5m 20s
    7. Adding a fracture helper to improve realism
      4m 38s
    8. Building the scene's materials
      5m 36s
    9. Creating the keyframed animation
      4m 41s
    10. Setting up the visibility track for the glass
      8m 49s
  4. 26m 53s
    1. Project overview
      1m 21s
    2. Setting up the scene's rigid bodies
      4m 3s
    3. Adding the soft bodies into the simulation
      9m 18s
    4. Working with the Soft Body Modifier settings
      8m 3s
    5. Making the final adjustments and creating the keyframes
      4m 8s
  5. 27m 39s
    1. Project overview
      1m 17s
    2. Setting up the Reactor cloth elements
      12m 34s
    3. Animating the rigid body curtain clips
      5m 41s
    4. Making adjustments to the curtain cloth modifiers
      6m 5s
    5. Creating keyframes in preparation for rendering
      2m 2s
  6. 20m 18s
    1. Adding the physical properties and collection
      3m 7s
    2. Creating the water helper
      3m 19s
    3. Adjusting the water parameters and creating the keys
      7m 43s
    4. Building a believable water material
      4m 15s
    5. Wrapping things up
      1m 54s
  7. 41s
    1. Goodbye
      41s

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