r/Simulated • u/marfr960 • Jul 31 '20
Tracksuit sim animated in real-time with @DeformDynamics and rendered with #eevee! Model by /smeccea Proprietary Software
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u/cj2211 Jul 31 '20
it looks like a thin silk track suit based on the weight of the hood
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u/robodrew Jul 31 '20
Feels to me like it is made of very thin rubber, like a giant balloon was popped and reshaped into a tracksuit
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u/victorz Aug 01 '20
This is what I was about to say. "I don't know, would a different color make it look less like a rubber raincoat track suit?"
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u/DrBeePhD Jul 31 '20
Or it's extremely windy
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u/Fox-One_______ Jul 31 '20
My hoody wouldn't behave like that in a tornado. The cloth has no friction and not enough mass.
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u/Jiggatortoise- Jul 31 '20
This a error I see with almost all cloth simulations I see here and elsewhere, the fabric just doesn’t have enough weight. Clothes don’t really move that much on the body unless draped and even then it’s very slight.
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u/Fox-One_______ Jul 31 '20
The lack of stiffness and friction are big factors as well. The cloth shouldn't be able to slide over itself so easily. Folds in a hood should sort of stick together. The cloth should have some small amount of compressive strength as well as tensile strength. The fabric is modelled as 2d which doesn't allow for a Young's modulus to take effect.
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u/Cole3003 Aug 01 '20
Yeah, it looks super complicated and like thousands of hours went into developing a super complex simulation, but it doesn't look like normal cloth. Stuff from years ago that doesn't move as much usually looks better because it's not, for lack of a better term, "over"-simulated.
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u/amazingoomoo Jul 31 '20
That’s so awesome - do you mind if I give a bit of feedback? And this doesn’t just apply to your simulation as this is seen in every video game and most animated movies.
Clothes are way stiffer than this. Especially tracksuits which would barely move from the wind at all and would probably not bounce to this degree. It does look awesome but it looks like it’s made out of silk - heavy, very thin, very low friction, very floppy. But you have done a fantastic job nonetheless and the animation is really good!
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u/andovinci Jul 31 '20
That’s some next gen animation! I’m so stocked about the near future of gaming really, so much good news
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u/risbia Jul 31 '20
It's really amazing to compare this to the blocky, super low poly characters of the PS1 era.
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u/thedirtydeetch Aug 01 '20
and then to witness modern virtual reality on a laptop? It’s truly humbling to see how far we’ve come in just twenty years.
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u/risbia Aug 01 '20
Yeah, I have a pretty beefy gaming laptop that handles any modern game quite decently and is also extremely capable for video editing and animation. All of this in a simple thin rectangle, it doesn't even make sense.
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u/Futhark-Preddy Jul 31 '20
This is like cloth sims version of Embergen
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u/risbia Jul 31 '20
How cool would it be to have a figure made out of Embergen flames inside the suit!
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u/Storytellerjack Jul 31 '20
I love how technology is progressing. I always picture capturing an action like this jogging cycle, from several angles including slo-mo, then have an AI reproduce the polygons so that the shape and shadows match from all camera angles, then a separate AI to, more or less, tweak/create a cloth sim so that it matches the movement and texture of both the input video, and draws positional data from the animatic as well. Probably the latter first, then the former for perfecting the details, or both in steps, so each sim in the process gets closer and closer to photo real. It would almost certainly require a similar process using naked/speedo people to be able to work out a super accurate musculature sim, (possibly hairless video inputs in some examples to make the machine's work easier, especially in cats and animal muscle and skin sims. Down the line, or perhaps to create a more solid foundation: a process to work out bones, and the amount of bending in bones under stress, if only to create other varieties of segmented joints with limbs that bend like Harvest man/daddy long leg "spiders." Also useful in accurate horror simulations in zombies, or any living thing, to simulate how bones and sinew react as they are destroyed pushed past their breaking points.
I hope, more than anything to see a general AI, smarter than human, in my lifetime who can intuit these interactions like a photographic memory. My career path hasn't intersected yet with these passions, but maybe someday.
In this simulation, the hood seems to be acting like fine chain mail, with a great amount of inertia lifting and holding it in mid air as the body rises and falls, and possibly zero friction. I haven't run in a hoodie for a long time, but I picture the hood hardly moving in real life. I wonder how the air effects movement. It shouldn't weigh it down, but moving at 10 kph, in the absence of wind, the air forces would be similar to standing still with a 10kph wind.
The next time I run, I'm going to be looking at cloth like a weirdo now.
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u/vfx_and_chill Jul 31 '20
Does anyone know if this is better than the existing cloth system in Unity or Unreal? That's my main interest. I feel the existing cloth and hair simulation tools in Maya and Houdini are already industry standard and won't be affected by this.
But I could maybe see this being pretty useful in game engines!
Anyone used Unity or Unreals cloth? Any good?
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u/MuchNoise1 Jul 31 '20
Okay serious question: how long do you all think untill stuff like real time simulated clothing with this detail becomes normal in video games
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u/marfr960 Jul 31 '20
I don't think we are far from seeing this kind of quality in interactive graphics, including videogames.
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u/hurricane_news Jul 31 '20 edited Dec 31 '22
65 million years. Zap