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Carbon Garment Processor 1 month 3 weeks ago #882

  • k.rant91
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Hey,
I'm trying to use the Garment Processor for a high quality, thick mesh render.
If I proceed to stage 5- Apply Deformers, the garment blows up. This lead to me to take a look at Stage 2 - Edit mapping. I'm noticing I'm not getting a 3D garment to check the mapping against. See Attached Photo.
 
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Carbon Garment Processor 1 month 3 weeks ago #883

  • Sebastian
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Hi,

If I proceed to stage 5- Apply Deformers, the garment blows up.

I am assuming you are talking about the render meshes, i.e. the simulation is fine but the result from the deformer is blown up?

I'm noticing I'm not getting a 3D garment to check the mapping against.

What you see in this stage is the deformerGeometry, which in your case appears to be flat panels, which is perfectly valid.
You also have toggled on the visibility for the deformerReferenceMainGeometry, which I am assuming are the grey panels behind the colored panels.

Assuming that I interpreted your screenshot correctly, the reason for the deformed meshes being "blown up" is that your rendermeshes (i.e. deformer geometry) are not in the same place as the deformer reference geometry (i.e. deformerReferenceMainGeometry). There is an offset in z direction between the two sets of panels.
What that means is that there is an offset being baked into the internal mapping, which can create a heavy shearing effect, hence making the geometry look blown up.
I have attached a simple example demonstrating this effect.In there, I have offset the deformer reference geometry by 0.2 in y direction.

The result looks like in blown_up.png 

Now, if I fix the offset and update the mapping on the Mesh Deformer node, all looks great:


Which means that hopefully the fix for your problem if to just fix the offset on z direction for your deformer reference panels and press update mappings on the Garment Processor.

I hope this helps.

Cheers,
Sebastian
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