Earlier in our lesson, I mentioned that everything in 3-D is made of mesh.
I've opened this file simply called Columns.
What I'd like you to note is that the columns seem to be poking through the fabric.
This has to do with the particle distance of these fabric pieces.
The particle distance measurement in this case of 20 millimeters is the distance between the vertices
of the mesh.
The default working particle distance in CLO is 20.
Each vertex again is 20 millimetres apart.
If I zoom on to this one fabric and I change my fabric view to B mesh, we can see all of the vertices
and segments here.
The average distance between each one of these vertices throughout this piece of fabric is 20 millimeters.
The mesh is a property of the pattern pieces.
If I select this pattern piece, there again is our particle distance.
I can change this here manually if I want to.
If I change the particle distance to five and hit return, you will note that the mesh gets smaller.
It then has more detail.
If I move this one pattern piece up off of the column and simulate again.
The pattern will drape more realistically and there will no longer be holes.
For the column to poke through.
The column is poking through the fabric because the mesh on the other pieces is so large.
The default high resolution particle distance is five millimetres.
I am now in the file titled Particle Distance and I have brought back my two d window by clicking down
here on the to the icon with the two windows.
If you notice, if I zoom in here, the bodice, the waistband and the skirt all appear fairly different.
That has to do with the fact that these pieces are different particle distance.
What I'm going to do here in my two D window is I'm going to show the mesh here.
We can now see the difference between all of these.
As you can see, the neck band is five millimeters.
The bodice itself is 20 millimeters.
The waistbands are also 20 millimetres and the skirt itself is 75 millimetres.
The skirt looks like crumpled paper.
If I turn on simulation, the skirt moves really fast.
The reason that 20 millimetres is our default particle distance is that this allows us to draft a garment
and still get a decent looking drape.
If you wanted to drape a very large skirt.
You could then change to a much larger particle distance.
Now what I'm going to do is select the skirt and change the particle distance to 20 and hit return on
my keyboard.
As you can see, my mesh got much smaller.
I can simulate the draping looks much more realistic, is still fairly quick.
It shouldn't slow your simulation down to work on 20.
The neck is a much smaller particle distance.
A good rule of thumb is that if you have a patterned piece that is no wider than the width of your hand,
either width or length of the pattern piece, set that to five so that it will not collide with other
pattern pieces.
If I were to set this back to 20 and simulate.
As you can see, it is doing some odd things because the pattern piece is so small and the resolution
is higher.
So I'm going to undo that control Z.
Set that back to five and simulate again, and that will sit much better.
You can also change to lower than five millimeters.
I'm going to change it to three and hit return.
You will get this pop up.
You don't have to worry about this.
Entering a particle distance lower than five millimeter will slow down simulation with a very small
pattern piece.
You should be okay.
Smaller than three going down to two or one.
You would probably only want to use for something very, very thin, like a spaghetti strap on a dress.
Now, what I'm going to do is I am going to control a to select all my pattern pieces and I'm going
to set them all to five and hit return on my keyboard.
This is going to make all of the pattern pieces high resolution.
As you can see, everything is looking kind of pebbly.
When you make a change, whether it's on resolution or an edit to the patterns in the two D window,
you should always turn simulation on again.
And let's watch what happens.
Now, that simulation I've turned simulation on, it's running slower, but look at the nice details
that we're getting.
We're getting some gathers and smacking here around the waistband.
Particle distance is going to affect how your garment looks.
Particle distance does not change the drape of the fabric.
Drape of the fabric is determined by the fabrics, physical properties.
Particle distance is the most important part of your high resolution garment, but it is not the only
part that will create your final garment.
The other parts are here under simulation properties in the property.
Editor when you click a pattern piece.
You will notice here you under your particle distance, you also have something here called additional
thickness collision, or what we say is collision thickness.
The default setting is 2.5 millimeters.
There is also.
If we click our avatar.
And look in our.
Surface section of the property.
Ed There is a skin offset of three millimeters.
You should think of the collision thickness and the skin offset.
As a buffer or invisible force field.
This separates the avatar from the pieces of fabric, from the pattern pieces, and also separates the
pattern pieces from each other.
To do all of this, these changes all at once to get a high resolution garment.
What we can do is click our high resolution garment button.
This property window will open up.
These are the default settings for your high resolution garment.
It's going to change the particle distance down to five millimeters for everything between five millimetres
and 20 millimetres.
Meaning if you have patterned pieces that are higher resolution than 20 millimeters or smaller than
five, they won't be affected.
The additional thickness by default is going to actually change to one millimeter.
The skin's offset is going to change to zero.
You can change it to zero if you'd like, if you'd like to keep it at one.
It's completely up to you.
You can also do point five as well.
You're going to want to experiment with these at different times to see how these options work for you.
You don't even have to go all the way down to five.
You could set this to ten or 11 so that you can get a little bit better idea of how your garment is
going to look.
And also, the default simulation quality here is fitting or accurate, which, as you can remember,
is the best simulation.
If you would like, you can set this to normal to begin with so you can still do some work while you
are working on your file and it won't simulate too slow.
I'm going to change it to fitting for the moment.
So I can then click OC.
As you can see, my pattern pieces, they again look pebbled.
What I'm also going to do here is I'm going to change my fat textured surface fabric to thick, textured
surface.
This thick textured surface, if you notice, gives the pattern pieces, thickness and we can see the
backside of the fabric.
The textured surface is very flat with the charcoal background.
And I'm going to simulate.
As you can see, things have changed considerably.
Not only does our garment look much better, but it is actually sitting on the avatar much better because
we have removed we reduced the collision thickness.
We could go even further if we wanted to.
Now that it has been draped.
And again, you can change these settings all manually.
And simulate again.
And this will again adjust your drape.
You will find the best workflow for yourself to get the garment to visualize as as you would like.
Again, if you feel like you have gotten a good idea of how your design is coming together, and then
you decide you want to again make some edits, you can simply use the low res garment button here and
this will change everything back.
I can change this back to default 20.
The collision thickness to 2.5.
The skin offset to three.
And then normal simulation quality.
And all of those settings go back to the lower quality.
So that simulation will be quicker and I can make edits easier.