Dear Maxon

October 24th, 2008

Today, all I wanted to do was make an animated cloth with a little thickness (for realism) with 1 texture for the front and another for the back.

This is impossible.

With thickness set to 0 in the cloth nurb the textures map correctly, but the second I add a thickness greater than 0 it maps 1 texture for both sides. Why? To get around this I've even tried a thin rectangle to simulate thickness. It kind of works, but even with self collision on the back of the cube goes through the front resulting in a weird morphing texture jumble. I also found another workaround using a proximal shader, but this is less than ideal and the level of control with this method is not even worth it.

I guess Maxon didn't think anyone would ever want an animated cloth with a front and back texture -_-

EDIT: If anyone found this post while looking for the solution, someone told me about a work-around using negative thickness and it works! I had no idea you could even give a cloth a negative thickness, but hey, as long as it works I don't care.

Plane in Cloth Nurb with thickness at 0
Thickness 0

Plane in Cloth Nurb with thickness at 1
Thickness 1

Thin cube with cloth tag and self collision
Cube Thickness

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