Hello, everyone.
In this final part of our core module, we're going to talk about visualization.
Specifically, we'll be talking about simulation and particle distance.
To begin with, I have opened this tablecloth simulation file from our part three lessons.
I'm going to close my library, and I'm also going to click the three D window button in the bottom
right hand corner so that we can just work in the three D window.
Again to turn simulation on.
I'm going to click the simulation button here in the three D toolbar.
We have a pattern piece here that is square that is functioning as a tablecloth.
Our avatar is an object, a table that has been imported.
When you leave simulation on, you will notice that your cursor becomes a hand.
This allows you again to pick up your fabric and change the drape.
If you notice, if I zoom in here, you might see some.
Fabric moving and you might start to hear your fan running on your computer.
This fan is running because CLO is making continual calculations.
When you get to the point that your fabric is no longer moving, you can stop simulation.
Your cursor will become a once again a cursor.
The main task here in this file is to understand depth in CLO.
Although CLO is a3d environment, you cannot really work with depth the way that you do in the real
world.
I'm going to turn simulation back on.
There's my hand.
Now if we were in the real world and we wanted to even out this tablecloth, we would walk up to our
table.
And pull it towards us.
But actually we are not pulling it towards us.
As you can see, what is happening is it's actually pulling it down.
You cannot pull towards you in CLO.
This is one thing that you have to keep in mind when you are working in CLO.
If you want to change the drape of something and pull it towards you, what you should do is rotate
so that the side that you want to drape allows you to pull it.
To the right or to the left.
This will ensure that there is no issue with the mesh of the fabric colliding with the mesh of the table.
As you can see, when I pull this, we can see bits of the table climbing through.
Both the table and the fabric are made of mesh.
Everything in the 3D world is mesh.
I can display everything as mesh by clicking in the toggle menu and changing the textured surface of
the fabric to mesh and also change the surface of the avatar to mesh as well.
And we can see the difference between the two.
It is possible if you would like, and you can do this in certain situations to go into the property
ed and change the mesh type to quad.
What you will need to do is practice a little bit to understand the limitations when you are actually
pulling on fabrics and what happens.
What you would also have to take into consideration is the particle distance and also the actual properties
of the fabric.
Now I am in the lesson file titled Simulation Game and this is a fun project to help you if you're having
difficulty working with your gizmo.
The idea here is that we turn on simulation and we leave it on.
I'm going to hold this here.
Simulation is running.
I'm going to tap my spacebar to stop simulation, and I'm going to rotate my window.
As you can see, this piece of fabric is actually lined up between the two boxes.
I would like for it to go here.
The idea is to have simulation running as much as possible.
So I'm going to click to select my fabric piece again, turn simulation back on and move this over the
black box.
And then drop it.
This concept of while simulation is running.
Picking up or moving a pattern piece, stopping simulation with your spacebar.
Moving in the three D window once again clicking your pattern piece and then turning simulation back
on and moving.
This is called stepping.
This file is very much just for you to practice with.
Some of you may get it right away.
Some of you might have some difficulty.
So this is something that you can use over and over again.
Stop simulation, rotate, select pattern piece, turn simulation on.
Move, release.
If you get an instance like this where your pattern seems to be stuck in between.
My suggestion would be to stop simulation.
You can try to pull this, but the mesh may be pulled through each other.
But if you stop simulation, you will be able to remove it and then turn simulation back on.
I am not going to do all of this.
This is something that you should do on your own time if you need practice to get better with using
your gizmo.
Next.
I am in the file GP2 simulation.
This is going to help us understand the different types of simulation in Carlo.
So far, we have been working with normal simulation.
My garment here.
This beautiful, full length dress has a particle distance of 20, which is low resolution.
When I start simulation.
As you can see, this moves relatively quick.
I can make draping changes and see what happens fairly quickly.
How quickly your garment simulates is based on your hardware that you're using.
Working in real time.
My garment moves pretty quickly here.
My hardware is pretty good, so I get good results with a low resolution garment.
It also depends on how big your pattern piece is and how many things you have in your three D window.
This dress has seven pattern pieces.
If I press and hold my simulation button, you will see that there are actually three different simulation
modes.
I'm going to switch to fast GPU mode.
My icon is an outline of an arrow and if I click it while I am on this icon, my garment will then simulate
very quickly.
This option will not show up if you do not have a dedicated graphics card or if you are using Klo on
a mac GPU.
Simulation means that simulation speed is running off the graphics processor and not your central processing
unit.
This is the fastest simulation.
This is very useful when you are drafting large garments, things like bridal gowns or things for home
and interiors.
This is not ideal to use when you are layering many garments together as the garments will collide through
each other.
While it is running, the icon is still the outline arrow.
And it is it is now light blue.
The final simulation mode is known as fitting, accurate fabric.
This would be for when you have your final garment and you are looking to see exactly how it fits.
It is the most accurate simulation for fitting and drape.
If I switch to that, you will see that I have double arrows.
And if I turn it on, those double arrows become red.
Note the way that my fabric is moving here.
It is moving slower, but the fabric is draping more accurately.
This ensures the drape of the fabric.
Represents real world fabrics, and it retains the garment drape.
It falls, but it actually then springs back exactly the way that it would in real life.
When you are simulating a garment, you should wait until it finishes moving.
That will let you know that the fabric is draping as it should.
And when it stops, you would then turn simulation off.