Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.
Reminds me of a great video not long ago that went over the main ideas behind weaving and knitting. Feels like you almost certainly have to take some of those ideas in mind when doing a simulation like this. Would be curious to read a breakdown of how this was made and how it incorporates the concepts that go into different fabric.
AFAIK more advanced realism-focused cloth sims are still mostly bundles of spring constraints, and most fabric behaviors are encoded as different spring tolerances, forces, and friction.
This is great! The only part that broke the immersion (for me) was that the cloth bits fell at a constant rate - I'd expect them to accelerate due to gravity, and maybe flutter as they fell.
I was curious and was able to build something very similar quickly using Gemini 3 via Google AI Studio. Never would have imagined a few years ago how easy some of this has become to prototype.
I made this a bit ago for fun and funnies to test the idea of tearaway ads. It's very prototype but still pretty satisfying (desktop only but there's a gif on the repo)
Nice first approximation. The cloth has no momentum, a piece of cloth that clearly would swing down, past vertical, and then swing up just damps down and stops at vertical.
Also the falling pieces don't accelerate downward, which looks unnatural
I wonder if cloth simulation could be integrated as a CAD primitive that somehow outputs reasonable BRep geometry?
Could you take an AI 3D scan of someone's face, virtually lay a heavy cloth over it, then add whatever you wanted to make a mask?
Could you make the deformed cloth surface into one side of a cube, where the other side was flat for easily working with it, and use that to make custom pseudo-vacumformed cases for things?
Or just stack up boxes and simple shapes, and use the cloth simulation to build organic looking industrial design within a more traditional CAD workflow?
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[ 2.4 ms ] story [ 52.0 ms ] threadCool stuff in software you don't even know exists:)
https://pikuma.com/blog/verlet-integration-2d-cloth-physics-...
[0] https://dl.acm.org/doi/10.1145/280814.280821
Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.
Reminds me of a great video not long ago that went over the main ideas behind weaving and knitting. Feels like you almost certainly have to take some of those ideas in mind when doing a simulation like this. Would be curious to read a breakdown of how this was made and how it incorporates the concepts that go into different fabric.
AFAIK more advanced realism-focused cloth sims are still mostly bundles of spring constraints, and most fabric behaviors are encoded as different spring tolerances, forces, and friction.
Cloth self-collision and friction seem to be a very difficult problem in which progress has been made recently: https://graphics.cs.utah.edu/research/projects/ogc/Offset_Ge...
Walking back and forth through a curtain to see how it wraps around the body. So cool.
Nice art!
But, please, give us some nitty gritty of how you made it
I made this a bit ago for fun and funnies to test the idea of tearaway ads. It's very prototype but still pretty satisfying (desktop only but there's a gif on the repo)
https://github.com/Flet/tearaway
Also the falling pieces don't accelerate downward, which looks unnatural
Could you take an AI 3D scan of someone's face, virtually lay a heavy cloth over it, then add whatever you wanted to make a mask?
Could you make the deformed cloth surface into one side of a cube, where the other side was flat for easily working with it, and use that to make custom pseudo-vacumformed cases for things?
Or just stack up boxes and simple shapes, and use the cloth simulation to build organic looking industrial design within a more traditional CAD workflow?