Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 31-10-2004 , 08:41 PM
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Folding Cloth

I have a cloth draped over a box in my maya scene. At the corners, the cloth hangs loosely. I want to fold those triangular pieces against the box like you would when wrapping a package. How do I do this (if possible)?


Thanks,
Stu

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# 2 08-11-2004 , 05:09 AM
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hmmm...i'm gonna guess that nobody know the answer. I tried messing around with the initial shape using stitching, but my first attempt made it look a lot worse. I think it was the right track though, but it would take me a while (and I mean a long while) to figure it out, so I'm just gonna try to make a shader that looks like cloth.

# 3 09-11-2004 , 10:35 AM
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Join Date: Nov 2004
Posts: 8
seems like nobody wants to help u discostu
my sugestion would be to create a seem slightly
away from the edges before you solve the cloth.
But creating a cloth texture will also do it.


stay functional.
fuctional 3d always looks better in the end.


Last edited by Ibex; 09-11-2004 at 10:37 AM.
# 4 09-11-2004 , 04:28 PM
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Posts: 37
yea, I guess my questions are too hard. Thanks for your reply, Ibex. What do you mean by "stay functional"?

# 5 10-11-2004 , 07:21 AM
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Just my latest motto

So many times in my 3d career I have had to go back
and change models and animation because initially I was
"covering up" the fact that my models were not actually
functional they just appeared to be.Just masked by cheap effects and tricks.

Maya understands physics to a certain degree and that which it does not can easily be programmed to.

I have found that trying to stay as close to how the object would function in our reality is most often the best mode
of operation. In some cases this may mean
alot of extra work but I have found this to be useful coz
90% of the time you have to go back and reuse an older model or ani rig.

This is also personal opinion and project dependant.

ibex


Last edited by Ibex; 10-11-2004 at 07:24 AM.
# 6 10-11-2004 , 01:33 PM
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Join Date: Oct 2004
Posts: 1

Originally posted by Ibex
Just my latest motto

So many times in my 3d career I have had to go back
and change models and animation because initially I was
"covering up" the fact that my models were not actually
functional they just appeared to be.Just masked by cheap effects and tricks.

Maya understands physics to a certain degree and that which it does not can easily be programmed to.

I have found that trying to stay as close to how the object would function in our reality is most often the best mode
of operation. In some cases this may mean
alot of extra work but I have found this to be useful coz
90% of the time you have to go back and reuse an older model or ani rig.

This is also personal opinion and project dependant.

ibex


# 7 12-11-2004 , 11:20 AM
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Join Date: Nov 2004
Posts: 8
odd?

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