Create Awesome Cloth Simulations using nDynamics
Step 1
Go to “Create > Polygon Primitives > Plane”.
Step 2
Create a plane that matches the size of a flag and rotate it by ’90′ degrees.
Step 3
Open the Attributes Editor for the plane, name it, and increase the “Subdivisions Width” to ’30′, and the “Subdivisions Height” to ’50′.
Step 4
Your plane should now look like this:
Step 5
Go to “Create > Polygon Primitives > Cylinder”
Step 6
Position the cylinder, and scale it to match the size of a flag pole.
Step 7
Select all the top faces of the pole.
Step 8
With the faces still selected, got to “Polygons > Edit Mesh > Extrude”.
Step 9
Extrude those faces until you get a nice pole shape.
Step 10
Select the top vertex of the pole.
Step 11
Use the move tool to position the vertex.
Step 12
Go to “Window > Rendering Editors > Hypershade”.
Step 13
With “Create mental ray Nodes” active, create a new “mia_material_x”.
Step 14
Open the Attributes Editor of the material you just created, name it, select the preset called “Copper”, and adjust the “Diffuse” and “Reflection” colors accordingly.
Step 15
Apply the material to the pole.
Step 16
Go to “Window > Rendering Editors > Hypershade” again.
Step 17
With “Create mental ray Nodes active”, create a new “mia_material_x”.
Step 18
Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to ’0′.
Step 19
Click on the checkerboard button, to the right of the “Diffuse” color value, to open the “File” browser window.
Step 20
The Attributes Editor should now change. Select the image you want to use to texture the flag.
Step 21
Apply the material to the flag, and with the flag selected go to “Create UV´s > Planar Mapping”.
Step 22
Select the option highlighted below so you can see if the texture looks good.
Step 23
If your texture looks bad like mine, go to “Create UV´s > Planar Mapping (settings)”.
Step 24
This will open a new window where you can change the projection axis to whatever works for your scene, and then click “Project”.
Dynamics simulations can be a powerful tool when trying to generate
realistic looking effects that would be very difficult to achieve
manually. In this tutorial you will learn how to use nDynamics’ passive
colliders and ncloth objects, in conjunction with fields like air and
gravity, to easily simulate realistic dynamic objects such as a windy
flag or a water container.
Final Result
Step 1
Go to “Create > Polygon Primitives > Plane”.
Step 2
Create a plane that matches the size of a flag and rotate it by ’90′ degrees.
Step 3
Open the Attributes Editor for the plane, name it, and increase the “Subdivisions Width” to ’30′, and the “Subdivisions Height” to ’50′.
Step 4
Your plane should now look like this:
Step 5
Go to “Create > Polygon Primitives > Cylinder”
Step 6
Position the cylinder, and scale it to match the size of a flag pole.
Step 7
Select all the top faces of the pole.
Step 8
With the faces still selected, got to “Polygons > Edit Mesh > Extrude”.
Step 9
Extrude those faces until you get a nice pole shape.
Step 10
Select the top vertex of the pole.
Step 11
Use the move tool to position the vertex.
Step 12
Go to “Window > Rendering Editors > Hypershade”.
Step 13
With “Create mental ray Nodes” active, create a new “mia_material_x”.
Step 14
Open the Attributes Editor of the material you just created, name it, select the preset called “Copper”, and adjust the “Diffuse” and “Reflection” colors accordingly.
Step 15
Apply the material to the pole.
Step 16
Go to “Window > Rendering Editors > Hypershade” again.
Step 17
With “Create mental ray Nodes active”, create a new “mia_material_x”.
Step 18
Go to the Attributes Editor of the material, name it, and decrease the “Reflectivity” value to ’0′.
Step 19
Click on the checkerboard button, to the right of the “Diffuse” color value, to open the “File” browser window.
Step 20
The Attributes Editor should now change. Select the image you want to use to texture the flag.
Step 21
Apply the material to the flag, and with the flag selected go to “Create UV´s > Planar Mapping”.
Step 22
Select the option highlighted below so you can see if the texture looks good.
Step 23
If your texture looks bad like mine, go to “Create UV´s > Planar Mapping (settings)”.
Step 24
This will open a new window where you can change the projection axis to whatever works for your scene, and then click “Project”.
To Continue with this Tutorials: http://www.preciux.com/showthread.php?t=166
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