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Cloth physics on Street Fighter V are excellent and very realistic


unknown7
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Has anyone seen those mods on SFV where they fit the girls with new clothes?  The skirts and dresses look awesome and move like real clothes.  If SFV can do it, then there must be a way to make clothes like that in Second Life.  Here's an example of what I'm talking about: Street Fighter V AE Karin vs Poison PC Mod.  Mesh clothes in SL move like tinfoil, while flexi is broken up into segments which make them look unreal.  Clothes here would look so much better if the cloth physics were more accurate.  I'm sure designers and merchants would benefit as well.  

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12 hours ago, unknown7 said:

Has anyone seen those mods on SFV where they fit the girls with new clothes?  The skirts and dresses look awesome and move like real clothes.  If SFV can do it, then there must be a way to make clothes like that in Second Life.  Here's an example of what I'm talking about: Street Fighter V AE Karin vs Poison PC Mod.  Mesh clothes in SL move like tinfoil, while flexi is broken up into segments which make them look unreal.  Clothes here would look so much better if the cloth physics were more accurate.  I'm sure designers and merchants would benefit as well.  

The cloth physics there is good. The transitions between the moves in SFV are as bad as they were in the original. That must be a stylistic decision; it doesn't have to be that bad any more.

It's much easier to have elaborate graphics in a game with only two hero characters always in the foreground. You know what the worst case graphics load is.

SL's big problem with avatar rendering is that avatars are almost always in hero mode, even when they're far away. Avatars do have levels of detail,  but the lower levels are usually awful and the viewer doesn't push them down to lower LODs much. Also, all parts of an avatar are normally at the same LOD, so that elaborate jewelry with filigree and engraving doesn't drop to a lower LOD when you're not looking at it in super close up. If SL could drop 20,000 triangle shoes to 200 triangles at 5 meters range, that would help a lot. Looking forward to progress from Project Arctan in this area.

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4 hours ago, animats said:

The cloth physics there is good. The transitions between the moves in SFV are as bad as they were in the original. That must be a stylistic decision; it doesn't have to be that bad any more.

It's much easier to have elaborate graphics in a game with only two hero characters always in the foreground. You know what the worst case graphics load is.

SL's big problem with avatar rendering is that avatars are almost always in hero mode, even when they're far away. Avatars do have levels of detail,  but the lower levels are usually awful and the viewer doesn't push them down to lower LODs much. Also, all parts of an avatar are normally at the same LOD, so that elaborate jewelry with filigree and engraving doesn't drop to a lower LOD when you're not looking at it in super close up. If SL could drop 20,000 triangle shoes to 200 triangles at 5 meters range, that would help a lot. Looking forward to progress from Project Arctan in this area.

Yeah, it is about style isn't it?  I wouldn't have watched those videos if it hadn't been for the girls.  It's the same reason why I love to look at other people's avatars: it's an art form.

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I would like simulated cloth in SL. However, I suspect as long as SL runs using OpenGL we are not going to see it. The calculation load to handle the cloth & body collision alone is way heavy.

You can see the difference in Blender. I've used cloth simulation in Blender for draped materials, e.g., table cloth, curtains, blouse, etc. 

So, while it is possible to do in SL, I am not sure it is resource efficient. Designers and users always seem to have to take any feature to its ultimate limit and overload the system...

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  • 1 year later...
57 minutes ago, unknown7 said:

Pretty much the only point of the superior rendering in these videos seems to be about producing jiggly large boobs and wafty, revealing skirts.

Really, SL needs to rethink its priorities, right?

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On 11/5/2019 at 12:02 PM, animats said:

If SL could drop 20,000 triangle shoes to 200 triangles at 5 meters range, that would help a lot. Looking forward to progress from Project Arctan in this area.

Ok, so I'm a little confused -- or under-informed. I had assumed that the main focus of Project Arctan was a recalculation of complexity, with a variety of different applications in mind.

But you're saying that this will also change the way that complexity is rendered in the viewer?

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Yeah, I'll just dig out some old flexi stuff!  The only movement I've seen on mesh clothing is some skirt that flips up as if blown by the wind so the woman's butt shows.  I can just see how having this type of thing would go if implemented in SL.  ALL our skirts will be flipping up to show the goods.  Lovely

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Just now, RowanMinx said:

Ah, you beat me to it!  Izzie's sells everything.  Stretch marks, too.

And acne!

I wish I could find better and more subtle facial tattoos for graceful and elegant aging, though. The options all age one by about 50 years, or just don't look good.

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1 hour ago, Scylla Rhiadra said:

Pretty much the only point of the superior rendering in these videos seems to be about producing jiggly large boobs and wafty, revealing skirts.

90% of the skirts in SL already show more than anything in that video.

 

I do wish we could have realistic cloth, but I resigned myself long ago to likely never having it in SL.

 

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24 minutes ago, LittleMe Jewell said:

90% of the skirts in SL already show more than anything in that video.

Very true. Increasingly, the stuff for sale doesn't, by design, even cover your butt. How often I've demoed something that looked really nice from the front, but then you swing your cam around and . . . whoa! Don't think so.

24 minutes ago, LittleMe Jewell said:

I do wish we could have realistic cloth, but I resigned myself long ago to likely never having it in SL.

If SL survives another, say, 5 or so years, and there is enough incentive for the owners (whoever they may end up being) to pour some resources into it, we might see this. But like you, I'm doubtful.

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1 hour ago, Scylla Rhiadra said:

And acne!

I wish I could find better and more subtle facial tattoos for graceful and elegant aging, though. The options all age one by about 50 years, or just don't look good.

The full face ones are always a bit too heavy handed for me, but I swear by Izzie's forehead lines that she put out for FLF awhile ago, and her "Age Yourself Up" eye wrinkles. They are pretty subtle looking I think. Also, I am not sure what head you are currently using, but in the BOM stuff that comes with the Lelutka Evo heads, they included a highlight layer that really gives the skin texture albeit shiny.

*back on topic*

While clothing movement doesn't really interest me a whole lot ,I do find interactive clothing/ hair  pretty neat. Having different  clothing states and hair styles is great for pictures, but probably not great for out in the world. Hence why I hermit .

 

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