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SCAD x HARBOR

Week 5

I will focus on optimizing the crumpling issues at the ends and in the middle of the cloth. This  week, I plan to adjust the cloth simulation parameters, such as its softness, damping, and gravity influence, to achieve a more natural look. I will refer to the reference

Feedback from our Harbor Picture mentor:
1. Shot 1 needs some depth of field.

2. Shot 5 feels too short, and there is a compositing clamping issue.

3. Shot 1 feels a bit trapped at the start—consider cutting in later, and avoid fading to white.

4. The texture of the cloth needs more transparency, and the silk should be better integrated into the other shots.

5. The cloth overall feels good.

6. Shot 2 has a futuristic vibe—are they dancing?

7. In Shot 4, the lighting on the texture looks different from the previous shots—avoid fading.

8. Shots 3 and 4 don’t feel cozy.

9. For Shots 2, 3, and 4, think more about the mood and how the audience will feel.

10. The horizon line feels off—adjust it to look more upward and highlight the hero characters.

11. In Shot 4, the framing gets wide—consider starting with a closer shot and transitioning to a wide shot.

These are the flipbooks I test with different stretch stiffness and bend stiffness

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Based on these tests, I believe the stiffness inside vellum cloth doesn't have huge impact on the cloth perform since there not significant difference between the different one.

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I also test the stiffness in the vellum constraints Pin to target, increase or decrease the number of stiffness will cause the crumbling of cloth. 

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I feel that increase the substept can help reduce some crumbling on the cloth. I set the substep in 4.

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I also made change on the Velocity Damping, seems like it has flatten the cloth a lot. I keep it as 1.

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I increase the Damping Ratio in Vellum Constraints from 0.001 to 0.0029

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Test on the Build-in Wind, but it increase the clumping. Didn't make change on this one

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Test on the Build-in Wind Drag, but it increase the clumping. Didn't make change on this one.

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Test on Static Threshold, one with 0.1 and one with 0.8, 0.1 gives a better feeling
 

For the texture of the cloth, I use nodes and write the displacement map inside copnet, then I use materialX to create the silk-type material. I adjust the   parameter inside MaterialX to create the texture of silk.

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This is the render for Shot 1.
There still seems to be some issues with the translucency of the cloth. I tried adjusting both subsurface scattering and transmission, but the effect didn’t appear as expected. I also added a backlight behind the cloth, but the light didn’t pass through as intended. Perhaps the light intensity wasn’t high enough, or additional adjustments are needed.

This is the render for Shot 5
 

reference

Screenshot 2025-02-09 173334.png

We noticed some glitches or artifacts during rendering. I believe the artifacts are likely caused by the cloth having insufficient subdivisions or issues with the material settings, such as incorrect displacement or low texture resolution. Since the current subdivision level is set to 1, I plan to increase it and review the material settings to help resolve the issue. I’ll work on this next week and conduct different render tests to find the optimal solution.

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