Author Topic: RealCloth and CAD  (Read 937 times)

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Offline Ryan Day

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RealCloth and CAD
« on: November 05, 2019, 01:03:10 pm »
Hey guys, very excited with the new features in KS9, and hoping to upgrade soon. Just wondering if someone is able to pipe in on the new cloth material. I understand the need for UVs, but wanted to know if the pseudo-UV trick for NURBS CAD works for it? I'm talking about the single-face NURBS trick used in the weld seams video posted earlier this year (last year?) whereby Keyshot uses the grid structure of the NURBS surface as UV information.

I see in the help documentation that the displacement stuff is not available for "NURBS rendering" but does it work for NURBS imported geometry?

Offline KeyShot

Re: RealCloth and CAD
« Reply #1 on: November 05, 2019, 04:31:22 pm »
It is best if you can have continuous and size preserving UV coordinates across the surface, where you apply the RealCloth. In KeyShot 9.1 we will very likely have a UV unwrap tool that you can use to create UV coordinates.

Yes, you can apply displacement to NURBS imported geometry. However, the displaced surface will be triangulated.

Offline Søren

Re: RealCloth and CAD
« Reply #2 on: November 06, 2019, 12:37:07 am »
As noted above, UV coordinates with no stretching is best used with RealCloth. In general, if you can model the object in question consisting of pieces as you would stitch/sew a real piece of fabric it is ideal.

This should also be the case with NURBS modelling - if you can model the object as the pieces you would cut from a flat piece of textile it should work. Although, NURBS surfaces and their UV coordinate choices in different CAD-system can vary quite a lot, so it may not work in all modelling tools.

Offline Ryan Day

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Re: RealCloth and CAD
« Reply #3 on: November 06, 2019, 03:21:18 pm »
Great, thanks for the input guys! This is pretty much what I was hoping to hear; it's what I was expecting from the beginning but just a couple notes/wordings made me doubt it. :)