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Release Note > Qualoth
#1 - 10-26-2018 13:01 | |
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Changes from 4.3-6 to 4.3-7 1. Enhanced solid friction A. Static/kinetic friction model between cloth and solid colliders are improved. B. A friction value between 0.0~1.0 works for most cases. 1.0 corresponds to very high friction. 2. “Time Scale” of qlSolver node is changed to floating point type from integer type. 3. The following related nodes of qlCloth in the attribute editors are added A. Colliders B. Constraints C. Fields Changes from 4.3-5 to 4.3-6 1. Weft(U) Rubber Map, Warp(V) Rubber Map are added Changes from 4.3-4 to 4.3-5 Rest shape bug with anisotropic control Under the following conditions, the rest shape didn’t work correctly. This bug is fixed Turn on “Anisotropy from UV” in the qlConverter Connect a rest shape Turn on Anisotropic Control in qlCloth Set values other than 1 at weft/warp rubber scale Warp/Weft notation changed Previously Warp=U and Weft=V, now Weft=U and Warp=V Changes from 4.3-3 to 4.3-4 Rubber scale bug Even though the rubber values are all default values (1.0), the cloth mesh scaled up. This bug is fixed. Changes from 4.3-2 to 4.3-3 1. “Preserve Wrinkle Map” is added A. This map scales the bent angles of the input mesh or the rest mesh. B. This map will take effect when “Preserve Wrinkle” of the qlConverter is on, or “Update Bending” of qlCloth under the “Rest Shape Attributes” category is on. 2. Anisotropic rubber control A. “Warp(U) Rubber Scale” and “Weft(V) Rubber Scale” attributes are added to qlCloth node. B. Those two attributes are activated when “Anisotropic Control” of qlCloth is on. When it is off, each scale is set to 1.0 by default. C. Each scale is multiplied to the original “rubber” value before application. Changes from 4.3-1 to 4.3-2 Collision bug fix Using 2 or greater frame samples under simple subsampling caused collision error for moving objects -> fixed Changes from 4.2-11 to 4.3-1 1. Different cloth behaviors at each run A. “Clear Cache” didn’t initialize the collision status correctly so the simulation results differed at every simulation slightly. This bug also resulted in different behavior of simulation under different solver of the same properties. B. By this bug fix, 4.3-1 always generates perfectly identical simulation results under the following conditions i. Number of threads is set to 1 ii. Evaluation mode set to “DG” C. Limitations : If the number of threads is set to 2 or greater, or “Parallel” evaluation mode is used, the floating point computation indeterminism problem arises, which is unavoidable for performance gain. This floating-point indeterminism results in slightly different simulation results at each run. The difference of each run may amplify as the total simulation time increases, since dynamic simulation depends on the previous status. 2. “Change Solver” improvements A. Springs attached to a cloth object were not transferred to the new solver. This bug is fixed. Now the springs attached to a cloth object are automatically transferred to the new solver along with the cloth object. B. “Change Solver” now support Colliders. Select the collision mesh and execute “Change Solver” to transfer the colliders to the new solver. 3. Soft Constraint stiffness scaling improvement A. The stiffness of soft constraints didn’t scale well linearly before. For example, very small values like 0.001 are needed to make them soft actually. Now the softness scales better. 4. Cache playback speed improvement A. The cache playback speed is increased. In “DG” evaluation mode, you will get the increased speed automatically, but in “Parallel” evaluation mode, turn on “Enable Fast Playback” check box in the Qualoth main menu to get the increased speed. Note that when “Enable Fast Playback” is on at any mode(DG, Parallel), the solver does not solve new frames, so if you need to solve new frames, turn it off. 5. With “Anisotropy from UV” on, the collision handling time increased too much A. 4.3-1 gives consistent collision handling time regardless of the usage of “Anisotropy from UV” 6. “Override Compression” bug fix A. When “Override Compression” is used, the shear deformation is biased in one direction. This bug is fixed 7. “Unbiased Triangulation” option is added to the “qlConverter” A. When either “Metric from UV” or “Anisotropy from UV” is used for a quad mesh, the shear deformation was biased unpredictably in previous versions. B. With this option on, the deformation is unbiased. This feature is made optional for backward compatibility since the cloth exhibits slightly different physical behavior by this option (Note that this option may introduce slightly increased “artificial rigidity” of the bending and shear deformation) Changes from 4.2-10 to 4.2-11 1. Viewport 2.0 is supported 2. More reliable “Escape to kill” A. In case of Maya 2016 or later versions, the escape key works correctly only when the evaluation mode is “DG” and viewport 2.0 is off. B. Maya 2015 or earlier versions works fine even with Viewport 2.0 C. This limitation seems to apply to Maya’s own dynamics modules like nCloth, etc. 3. “Get Vertices” now clears selection before selecting verts. Changes from 4.2-9 to 4.2-10 - Enhanced license server probing for floating license Changes from 4.2-8 to 4.2-9 - The thread affinity control embedded in Qualoth is removed for supporting multiple sessions of Maya in a single host. Changes from 4.2-7 to 4.2-8 Anisotropy from UV qlConverter node has a new option “Anisotropy from UV” When this option is on, only the anisotropy direction (shear direction) is computed from the UV map of the input mesh, and the edge lengths are computed from the 3D vertices of the input mesh. When “Metric from UV” is on, it means “Anisotropy from UV” is automatically on regardless of its value. Changes from 4.2-6 to 4,.2-7 “Metric from UV” is supported even when “Rest Shapes” are connected Note that the UV map used for “Metric from UV” comes from the original input mesh, not the rest shapes. The rest shapes only need to provide 3D polygon mesh as before The new UV directions for each polygon of the rest shape is computed automatically from the UV map of the original input mesh. In effect, the rest edge lengths and rest bend angles come from the rest shape mesh, and UV directions for each polygons are computed(remapped) from the original input mesh to the rest shape mesh, automatically. Changes from 4.2-5 to 4.2-6 1. Cache sub-frame bug fix A. The cache sub-frames are not interpolated and displayed correctly on the Maya view. This bug is fixed. B. Note that the sub-frame cache files themselves were correctly stored in prev versions, though. It means that you don’t need to re-calculate the cache of the scene files of prev versions. Changes from 4.2-4 to 4.2-5 1. The minimum values of “Proximity Criterion” and “Thickness” is lowered (15 times lowered). A. Those minimum values are dependent on the cloth meshes, and you can verify it by entering zero values at the attribute editor, which is clamped to the minimum value allowed. Changes from 4.2-3 to 4.2-4 1. Cloth visibility bug fix A. When a cloth is hidden while active, the remaining unhidden cloth objects belonging to the same solver were not cached correctly. They were cached at 1 frame behind the current frame. This bug is fixed 2. Truncate cache bug fix A. When the per frame cache folder is set to relative path, “Truncate cache” didn’t work correctly. This bug is fixed Changes from 4.2-2 to 4.2-3 1. Thickness map bug fix A. Under the following three conditions, the cloth objects exploded i. The thickness is larger than the default value ii. The thickness map has steep ramp iii. There are two or more cloth objects, and self-collision, inter-cloth collision are on. Changes from 4.2-1 to 4.2-2 1. Collider color map bug fix - The topology of the collider offset mesh changes from time to time when the scene file is reopened. This caused the color map to be broken. Changes from 4.1-8 to 4.2-1 1. Qualoth supports FXLM (new license server) Changes from 4.1-7 to 4.1-8 1. Maya 2016 is supported. Specifically, the ‘parallel’ evaluation mode works correctly with Qualoth. Changes from 4.1-6 to 4.1-7 1. "Break length" of springs created from "Create Spring" or "Weld Proximate Vertices" didn''t work correctly. This bug is fixed. A. To use the updated feature, all the springs must be re-created. The ‘break length of the springs from the old scene files would not work correctly. Changes from 4.1-5 to 4.1-6 1. Improved stability for degenerate cases in collision handling such as axis-aligned, coincident edges or vertices. Changes from 4.1-4 to 4.1-5 1. Improved stability for self-collision handling of coincident vertices or edges from different cloth meshes. |
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