This project was one of the most intense coth related project I ever worked on.
In order to get the wrinkles on the characters to be as fine as they are the poly count on the shirt had to be very high. Needless to say the poly count on any collision objects had to be just about the same. This resulted in very slow simulation. Sure nCloth is lightning fast compared to just about everything else out there. But when one is talking about a sim that has about 20 000 polys it is always going to be slow. The average sim time was about 5 hours per pass per character and every character on that field was simmed. Quite often a character had to undergo about 30-40 sim attempts to get it to look just right.
The way I managed to get this project done was I realized that at that point mayas nCloth was only using a single cpu. So I got me a 8 core machine with 16 gigs or ram and I ran 8 mayas at once. Then I got me 2 more ot the same machines and did the same. At any given time i was running 20+ mayas at once. I must admit I loved the feeling of power!
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