Skip to main content

CLO Help Center

How can we help you?

Fabric

Comments

  • pabloquintana

    Suna, this is definitely trial and error. What I would do is to select the trims (pockets and buttons at least) and deactivate them so they are still there but not simulate, and test different fabrics to check which one looks more similar.

    1
  • ottoline

    Actually you maybe need to keep everything in the construction on and not off, (you are missing all the subtle imperfections) so your model looks hard > as for almost all jackets there is a need to layer the fabrics such that they simulate with all the build up underneath that express the softness of the upper layer fabric.

    Also note that pose and drape composure, can also contribute to how soft a garment can look. If you choose a 'formal' off the cloths-horse model often a garment does not get the chance to drape in all those complex places, which means you don't get the creasing frequency (more folds) to show off how soft a fabric can be, so choice on pose is crucial to increasing how a fabric simulates close to a real garment, choose a better pose.

     

    A jacket fabric will flow according to the softness of the wool fabric,and consequently the detailing underneath (so switching it all off will not help)  but equally it will stiffen in areas of a jacket construction where there are double layers or binding etc > what is known as 'laminar' air flow between the outer wool and inner lining and stiffening areas. This is a common effect more often seen in animation of surfaces - but it can still be expressed in still images.  CLO3D cannot model (physics) laminar air flow between cloth surfaces so to get that effect you often need to build up the surfaces that create the undulation in the top fabric and then choose a suitable fabric preset that is soft enough to allow that to show through in a subtle but natural way. It's subtle and it's there.

     

    Here you can see (above in the welt pocket and below in the jet button hole ) all my construction allows me to get truly accurate detail in all construction areas and in simulation, it is imperfect in it's execution. And that is the CG trick that makes the eye and mind believe it is exact to daily experience. If you miss that detailing out, then the mind and eye cannot bridge the disconnect of the missing detail they are accustomed to seeing in real items.

     

    All these subtle radii and seam joints and normal's now create the exact look of the detail on the jacket. CLO3D can be extremely accurate on the detailing however many simply don't put the effort into that work. Which can mean you miss out on all the subtle surface variation. You can speed that up by re-using library details or using texture displacement and bump maps instead of time consuming construction detail.

    Displacement can be on the weave (eg: bedspread above) or on the cloth pattern (eg: creasing) two variants of depth frequency.

     The other option is to use generic crease  maps on the UDIM UV maps (painted in an image editor) to add in the subtle surface detail (see satin duchess silk simulation above > where a texture displacement and normal map gives the impression of a thicker silk while still using a basic silk fabric preset ). The thickness and additional pucker at the cut edge all help trick the eye + mind.

     

    So you can often trick the eye using these subtle variations to believe the fabric + construction is intended for a specific category choice. But you do need to explore and look at what specific texture details will do this for your project.  This is where you either need to generate some of the real construction or fake it using suitable texture enhancement.  (below note how all the stitching, normal edge radii and subtle imperfections all help the pocket look natural). It's the imperfections in the model you are missing, when it looks too perfectly flat or consistent in the wrong areas it looks fake. Loose up your model - throw in some wild imperfections, it will then look great.

     

    Other texture tricks like using digitized normals also helps 'soften' a fabric as the light comes from many directions in the scene - as opposed to normal maps that don't have this level of data in their image maps. (why I can get a soft supple feel to a fabric as opposed to a hard feel. For example most textures don't include light transmission of the fabric fibre in the shader - where I include that in my texture maps = softer rendered fabric texture )

     

     

    1
  • jdiduch

    If you compare the fold in your sleeve to the original garment, you can see that your weft bending or weft buckling ratio is too high.  Go into the preset detail and reduce one or both of these amounts.  There is a certain fluidity to the fabric which results from a high twist yarn not found in the Clo presets but you can get closer.

    For tailoring it is useful to understand the interlining used. In the best quality tailoring the front is reinforced with wool canvas- wool warp is soft and elastic while the weft has goat and/or horse hair twisted in the yarn which makes it very bouncy and resilient- fusibles used in lower grade tailoring attempt to mimic this.  The fold in the jacket body is clearly fuller than the sleeve so you need to bond the fronts, with a low to moderate bending in the warp (15-20) and a higher weft bending, probably in the 35-40 range, which will approximate the canvas or fusible usually used.  Experiment with these values.  Also understand that the model is slouched over, creating some folds which won’t exist when the avatar is standing straight up.  Try to modify the pose a bit.

     

     

    1
Please sign in to leave a comment.