In addition to painting attributes by vertex, you can also use textures to…accomplish the same thing.…We could use the command within here that says Paint Texture Properties, and…paint the Stickiness. That would give us basically the same functionality as…painting by vertex, except we would be creating an actual file texture…through the 3D Paint tool.…What I am going to show you instead of that is something a little bit more…interesting, I think, which is using a ramp that we can just procedurally assign…the stickiness based upon the UVs on the scarf here.…
So I have got it selected, and in my nucleus, you'll see Wind Speed of a 100, and…Wind Direction of 1 in Z. And when I play it, we can expect that it's just…going to fly right off the character's body, because of the wind, and because…there's no stickiness.…In order to see what I'm doing, I want to assign a material. I just want to…right-click, and choose Assign New Material. This way I can see the ramp that I am working on.…And I want to assign just a standard Lambert.…
AuthorAaron F. Ross
- Understanding the nucleus solver
- Adopting a scale convention
- Adjusting nCloth and nRigid attributes
- Creating and animating nConstraints
- Editing nConstraint membership and influence
- Smoothing nCloth with subdivision surfaces
- Storing and manipulating simulation data with nCache
- Improving simulation quality and efficiency
- Dressing an animated character
- Painting dynamic attributes such as Stickiness
- Simulating many objects such as falling leaves
Skill Level Intermediate
1. nCloth Basics
2. Simulating Dynamic nCloth
3. Directing nCloth
4. Optimizing Performance
5. Integrating nCloth with Animation
6. Simulating Special Effects
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