Forum Replies Created

  • Tobias Gremmler

    May 25, 2016 at 5:39 am in reply to: Faster cloth calculations and previews?

    I am also wondering why some simulation calculations are so slow. For example cloth coalition with a character skin. The viewport playback drops down to 8fps in this case. And the calculating utilizes only using a fracture of the CPU and GPU capacities.
    Any ideas how this things can run faster? Example scene attached

  • Attached an example scene. It’s simplified, the clones visibility is controlled by a Shader Effector.
    9992_tracerproblem.c4d.zip

    In the original scene, particles emitting from a character mesh based on a velocity map (or directly from the skeleton joints). If body parts moving faster, particles are emitted from the corresponding vertex. But the traced fast sequences are always being connected by lines that bridging the “invisible” slow time. I need to avoid this bridging connections and get real gaps. Thanks for any suggestions.

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