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The Secrets of Cloth Simulation in Alan Wake
- santaclaus 11y agoIt is interesting that they refer to the simulation system as 'Verlet Physics' -- that sort of constraint satisfaction system is called 'Position Based Dynamics' in most of the graphics lit. This type of system is also used in Maya's Nucleus and NVIDIA's PhysX. [1] is a nice overview. [1] http://matthias-mueller-fischer.ch/publications/STAR2013.pdf http://matthias-mueller-fischer.ch/publications/STAR2013.pdf
- TheLoneWolfling 11y agoThey're calling it Verlet physics because they're using a Verlet scheme for integration - which is a relatively elegant approach if you don't ever need velocities.
- santaclaus 11y agoBut it isn't really verlet, I don't think it will converge like a 'standard' verlet implementation with constraints (like molecular dynamics cats use) - the effective stiffness of the objects here is dependent on the time step.
- aaroninsf 11y agoConspicuously missing (or I'm reading too fast), footage of the actual results :P https://www.youtube.com/watch?v=s40yXGCcorE https://www.youtube.com/watch?v=s40yXGCcorE
- drzaiusapelord 11y agoIs this why so many games have some muscle-bound guy/gal in near skin-tight clothing be the lead? I never knew cloth simulation was such a difficult problem. I remember Lucas talking about this stuff when he was making the prequels, but I assumed everything has been long solved by now. That said, I was pleasantly surprised in GTAV that when your character gets wet, his clothing and hair look wet and stay wet for a bit. I don't think I've seen that before.
- moonchrome 11y agoYou don't need cloth simulation to do have characters with clothes - you can animate it manually or simulate it offline - the problem with "baking" cloth animations is that they can't interact with the world (no collision, no wind interaction unless you bake/blend that, etc.)
- mortenjorck 11y agoWet clothes in GTA V is actually a shader effect rather than a geometry effect: It's just adding a specular shader to the normally diffusion-shaded surface so it looks like your suit, hoodie, or wife beater is soaked with water. I'm pretty sure the geometry stays the same.
- santaclaus 11y agoI don't know about games, but in movies, at least, a common trick to make simulations look wet is to simply increase the mass of the wet object. This causes hair and clothing to drape.
- sosborn 11y agoThe first Uncharted (2007) had the wet clothes effect.