布料
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雕刻模式
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布料笔刷使用一个简化的 布料解算器 来模拟笔刷下方网格的布料物理。被 遮罩 的顶点会在模拟中被 钉固,且解算器会把雕刻 重力 考虑进来。注意:使用较小的笔刷将使解算器运算更快,而过大的笔刷会导致解算变得很慢以至于可能让笔刷无法使用。
Brush Settings
Persistent
Allows the cloth brush to not accumulate deformation after each stroke. This is convenient to always simulate the based on the same initial shape, but applying different forces to it.
When disabled, deformations accumulate after each stroke.
Set Persistent Base
Resets the base mesh so that you can add another layer of deformations.
Simulation Area
Selects the part of the mesh that is going to be simulated when the stroke is active. This can greatly affect performance depending on the complexity of the mesh.
Local
Simulates only a specific area around the brush limited by a fixed radius.
Global
Simulates the entire mesh.
Dynamic
The active simulation area moves with the brush while still being limited by a fixed radius.
模拟限制
相对于笔刷半径大小所添加的系数,用以限制布料模拟效果。
模拟衰减
The area to apply deformation falloff to the effects of the simulation. This setting is a factor of the Simulation Limit and is shown as a dashed line around the cursor.
Pin Simulation Boundary
Lock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areas.
塑性
当前该笔刷所使用的布料形变类型。
拖动
该类型模拟将布料拉向光标的效果,类似于把手指放在桌布上进行拉扯。
推
该类型模拟将布料推离光标的效果,类似于把手指放在桌布上进行推动。
夹捏点
该类型模拟将布料拉向一个点的效果。
垂直夹捏
该类型模拟将布料拉向一条线。
膨胀
该类型模拟从布料下方吹气来将布料吹起的效果。
抓起
该类型模拟揪住布料移动的效果。
扩展
模拟将布料向外拉扯的效果。
Snake Hook
Simulates moving the cloth without producing any artifacts in the surface and creates more natural looking folds than any of the other deformation modes. This is accomplished by adjusting the strength of the deformation constraints per brush step to avoid affecting the results of the simulation as much as possible.
外力衰减
该笔刷对布料施加的外力范围的形状。
径向
以球形范围施加外力。
平面
以平面范围施加外力。
布料质量
每个模拟粒子的质量。
布料阻尼
所施加的力将在布料中传播多远。
Soft Body Plasticity
The amount the cloth preserves its original shape, acting as a Soft Body.
Use Collisions
Enables the detection of collisions with other objects during the simulation. In order for the sculpt object to collide with objects, the collision object must have Collision Physics activated.