Qualoth v4.7-7 for Maya

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复杂的算法和完全多线程的求解器可快速生成逼真的皱纹和织物动画。


功能亮点
痛苦少的高质量布料动画 Qualoth 是一种经过生产验证的布料模拟器,已被全球众多工作室采用。它基于复杂的物理模型和数值算法,可生成逼真的皱纹和布料动画,并通过全多线程求解器提供无与伦比的计算速度。可靠的碰撞处理和丰富的控件集让用户可以将更多精力花在创造性工作上,而不是繁琐的故障排除。

强大的碰撞处理 Qualoth 可以处理快速移动物体上的碰撞,即使布料被困在碰撞物体之间,也可以稳健地解决复杂的自碰撞问题。可靠的碰撞处理使用户能够为复杂的多层服装创建模拟,而不会出现伪影。

从 3D 服装设计工具无缝导入 Qualoth 接受四网格、三网格甚至非流形网格作为其输入几何体。弯曲的 3D 表面可以按原样模拟,无需额外的转换过程,也可以模拟它们,就好像它们是从平板创建的一样,利用它们的 UV 贴图作为其余形状。后一种方法使用户能够通过充分利用 DC Suite 或 Marvelous Designer 等专为创建真实服装而设计的专用 3D 服装设计工具的导出数据,创建更逼真的布料模拟

多功能控制布动画不一定与物理有关。Qualoth 支持控制模拟本身以及由此产生的缓存的各种方式。例如,用户可以向布料对象添加目标约束,并且这些目标形状可以设置关键帧。目标约束的吸引力可以逐顶点绘制在表面上。

部分重新模拟 通常,只需要重做模拟布料的一小部分,在这种情况下,您可以有选择地重新模拟这些顶点,而无需更改其他顶点。这会导致更快的计算,从而花费更少的时间来实现所需的结果。

与 Maya 流体的双向交互 Qualoth 支持与 Maya 流体的双向交互。通过流体模拟与布料模拟相结合,可以轻松制作飘扬的旗帜,水中移动的布料,在风中挥舞的衣服。

Realistic Wrinkles Qualoth 使用的物理模型不是弹簧网络或粒子系统。它的物理模型基于对布料材料特性的深入理解,不同于橡胶等弹性、各向同性材料。Qualoth 模拟的布料逼真的褶皱和运动来自专门模拟织物类材料的高级物理模型。

Windows X64 | Maya 2018 – 2022 | File size: 12.5 MB
Sophisticated algorithms and fully multi-threaded solver quickly produce realistic wrinkles and fabric animation.


Feature Highlights
High Quality Cloth Animation with Less Pain Qualoth is a production-proven cloth simulator adopted by numerous studios worldwide. It is based on a sophisticated physical model and numerical algorithms that produces realistic wrinkles and cloth animation, and delivering unmatched computational speed with fully multi-threaded solver. The reliable collision handling and rich set of controls allow users to spend more efforts on creative work rather than tedious trouble-shootings.

Robust Collision Handling Qualoth can handle collisions on fast-moving objects, and complex self-collisions can be resolved robustly even when the cloth is trapped between collided objects. The reliable collision handling allows users to create simulation for complicated multi-layered garments without artifacts.

Seamless Import from 3D Garment Design Tools Qualoth accepts quad-mesh, tri-mesh, or even non-manifold mesh as its input geometry. The curved 3D surfaces can be simulated as is without extra converting process, and they can also be simulated as if they were created from flat panels by utilizing their UV maps as the rest shapes. The latter method enables users to create more realistic cloth simulation by making the most of the exported data from dedicated 3D garment design tools such as DC Suite or Marvelous Designer which are designed for creation of real-life garments

Versatile Control Cloth animation is not necessarily about physics. Qualoth supports various ways of controlling the simulation itself and also the resulting caches. For example, users can add goal constraints to a cloth object and those goal shapes can be key-framed. The attraction force of goal constraints can be painted over the surface per-vertex wise.

Partial Re-Simulation Frequently, only small area of the simulated cloth needs to be redone, and in that case you can selectively re-simulate such vertices without changing the others. This leads to faster computation and thus costs less time to achieve desired results.

Bidirectional Interaction with Maya Fluid Qualoth supports bidirectional interaction with Maya fluid. It is easy to make flapping flags, moving cloth in water, waving clothes in the wind realistically by combining fluid simulation with cloth simulation.

Realistic Wrinkles The physical model used by Qualoth is not spring networks or particle system. Its physical model is based-on deep understanding of cloth material property that differs from elastic, isotropic materials like rubber. The realistic wrinkles and motions of cloth simulated by Qualoth come from an advanced physical model dedicated to simulating fabric-like materials.

What’s New :
Changes from 4.7-6 to 4.7-7

– Maya 2022 support

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