Collision handling enhancement : Self-collision and solid-collision
are unified to improve the collision stability. The collision related
attributes of qlSolver and qlCloth have changed accordingly as below.
qlSolver node changes
“Contact Threshold” has been removed. The function of this attribute is replaced
by “Thickness” of qlCloth node.
The “Thickness” now
applies to cloth-to-cloth collision AND cloth-to-solid collision in the same
“Sharp Feature Force” has been removed. This is replaced with “Solid Proximity Force”. The proximity
force is used not only for sharp features of solid or self-collision, but for
all kinds collision. Also, the stability of collision to sharp solid features
“Proximity Criterion” has been removed. “Proximity
Criterion” should be defined by each qlCloth only, not
by qlSolver node anymore.
qlCloth node changes
“Proximity Force” is renamed as “Self Proximity Force” to distinguish it from “Solid Proximity
“Intra Cloth Collision” and “Inter Cloth Collision” check boxes are added. “Intra” collision check box enables the collision handling inside the cloth
object, and “Inter” collision
check box enables collision to other cloth objects. Note that these
options are only meaningful when “Self Collision” is on.
De-activated cloth re-opening bug fix : When a cloth is
de-activated, it does not draw itself when the scene file is re-opened.
This bug is fixed. Also, a de-activated cloth is updated by the cache if
there are cache files, though it does not participated in the calculation of
the other activated cloth objects. The de-activated cloth draws itself as
a wireframe even though it has any material assigned to it, to be
distinguishable from activated cloth objects.
Automatic disabling the self-collision of the welded springs : The
springs created from “Weld Proximate Vertices” often requires zero rest length, and it causes conflict with
self-collision in that case. The self-collision of the vertex-to-vertex spring
is disabled if the rest length is too small compared to the cloth thickness.
Field bug fix : Maya crashed under the following condition.
Connect to a field
Delete the field filter
Change the resolution of the cloth
Re-connect to the field
Set the frame samples bigger than 2, and set “Simple Subsampling” on