QUALOTH - Realistic Cloth
- Get great results more quickly!
- Qualoth has been proven in some of the largest 3D animation studios in the world.
- Sophisticated algorithms and fully multi-threaded solver
quickly produce realistic wrinkles and fabric animation
Robust Collision Handling
Qualoth simulates stunningly realistic collisions between cloth and fast-moving objects. The underlying self-collision algorithms are robust even when cloth is trapped between colliding objects. Reliable collision handling allows you to create simulations of complicated multi-layered garments without artifacts.
Seamless Import from 3D Garment Design Tools
Qualoth can accept quad-mesh, tri-mesh, and even non-manifold mesh as input geometry, for greater realism with a wider variety of source models. Qualoth also allows you to create clothing not only from cloth mesh draped on an existing 3D human model, but also by working from traditional patterns. This lets you produce realistic garments from imported CAD patterns in dxf or eps file formats, such as those produced using CAD and vector production software such as DC Suite, Marvelous Designer, Optitex, Yuka CAD or Adobe Illustrator.
Unlimited Goal Shape Control
Cloth animation does not always have to be physically valid. With Qualoth, you can even paint a vertex map over a surface, assigning different goal constraint attraction force values to individual vertices.
Partial Re-Simulation to Increase Efficiency
When a cloth simulation does not look absolutely perfect, there is no need to start over. Instead, you can selectively choose the vertices that need to be simulated again. This leads to faster computation, which saves you time and helps you achieve your desired results more quickly.
Configurable Collision Networks for Greater Efficiency and Reliability
Even in complex cloth and object collision scenarios (multiple cloth and collision objects), you have complete control over which cloth collides with which objects. For multilayer garments, the outermost layer might not need to collide with the innermost layer, or with the body of the wearer. These relationships can be specified for cloth-to-cloth and cloth-to-object collisions, and can be key-animated. Selectively editing collision relationships in this way helps prevent unnecessary computation, which increases solver speed and also helps reduce unwanted artifacts.
Bidirectional Interaction with Maya Fluids
Combining fluid simulation with cloth simulation makes it easy to create realistic simulations of flapping flags, fabric moving in water, and clothes blowing in the wind. In essence, the cloth simulation can be influenced by the Maya Fluid, and conversely the Maya fluid simulation can also be influenced by the movement of the cloth.
More Realistic Wrinkles
Materials simulated using Qualoth are not part of a simple spring network. The physical model is based on a deep understanding of the properties of fabric, which are very different from rubber and other elastic materials. The realistic wrinkling and motion of cloth simulated using Qualoth comes from an advanced physical model dedicated to simulating fabric-like materials.
Hysteresis Used for Unmatched Creasing Realism
Most cloth has hysteretic behavior. Once creased, the wrinkles don't disappear completely until they are ironed out. Qualoth simulates this behavior dynamically with the 'bend plasticity' property. Crease simulation produces naturidal creases conforming to the movement of body joints. Once you have creases that you are happy with, you can lock them in. Incorporating plasticity into animation results in even greater realism, eliminating the rubbery look and feel of simpler alternatives.
Broad, Cross-Platform Support
Qualoth is supported for use with 64-bit versions of Autodesk Maya 2011 - 2016 in Windows, Linux, and Mac OS.
FluX - Fluid Simulation
- Rapid surfacing computations
- Node-based architecture and interface
- Compatibility with a variety of software
More is More
Processing Power = Complexity = Realism
In fluid simulation, the more memory and processing power you have available, the more detailed and realistic your fluid simulation can be. When you are limited by the amount of memory and the number of cores available on a single mainboard, there is a limit to the level of realism you can achieve.
To overcome this issue, FluX was designed to support parallel distributed data processing, so the memory and computational loads can be distributed to as many networked computers as are available.
A Differentiated Fluid Simulator
Other fluid simulators also claim to leverage the advantages of distributed computing, but only FluX distributes all operations, including solver, surfacing, file I/O, and output visualization. Moreover, FluX's state-of-the art distributed simulation engine is more efficient than any other.
Rapid Surfacing Computations
In fluid simulation, generating a fluid surface from particle data is one of the most important processes. FluX even distributes the operation of calculating the polygons that make up the surface of the fluid, which lets you generate extremely fine fluid surfaces very rapidly, differentiating FluX from other software.
Unlimited Distributed Processing
After extensive FluX testing, we found that the increase in processing power is almost linear in networks with 128 cores across 32 machines.
Theoretically, there is no limit to the number of networked computers among which you can share and distribute data.
Simulating with billions of particles?
When you use FluX, the viewport snapshot can be distributed and saved. This means that you can easily view the results of simulations even when they involve large amounts of data easily, without the need to load scene data.
Node-Based Architecture and Interface
Streamline your workflow and conserve memory.
FluX's flexible node-graph workflow allows you to freely design your desired visual effect by assembling nodes. Moreover, you can load previously created node graphs and modify them, which saves you time.
When you need to access a particular function, custom systems can be developed using the FluX API. Easily integrate into your workflow without changing your process.
Compatibility with Other Software
FluX provides a number of built-in file operators that can export data in BIN, OBJ, and PRT file formats, so that they can be rendered using a wide variety of 3D tools and renderers in both standalone and plug-in form. You can export FluX particles, meshes and fields straight into Maya, Max, Softimage, Realflow, Houdini, RenderMan, Arnold, Krakatoa, and V-Ray.
Save time and increase the quality of your fluid simulations with FluX!
FXHair - Hair Simulation
- A realistic hair simulator beyond all others, outperforming the competition.
- Fast and robust collision handling
- FXHair accurately resolves collisions, allowing hairs to be moved wildly without stretching or other artifacts.
Fast and Robust Collision Handling
FXHair robustly resolves collisions to fast moving objects. The stable simulation of hair dynamics allows characters' hair to be moved wildly without creating stretching or other artifacts.
reliable collisions of hair with fast-moving objects
Fast Hair-to-Hair Interaction
The accurate and fast self interaction between hairs is one of the most important features of FXHair. Without proper self interaction, hair looks unnatural and no volumetric effect of hair clumps emerges.
The hair of fast-moving characters is prone to becoming tangled up. FXHair provides goal curve constraints that can control how strong the hairs are attracted to the shape of goal curves. The strength can be scaled along a hair curve, and this scaling profile can be set for the entire head. Using goal curves, you can maintain a given hairstyle even under strong wind or fast movements.
Interoperability with Other Hair Tools
FXHair accepts NURBS curves as input and output. This simplicity enables you to easily integrate it with the existing hair tools in your pipeline. With FXHair, it is easy to convert hair curves created in Maya nHair or Shave & Haircut.
FXHair is supported for use with Autodesk Maya 2012-2016 on Windows and Linux.
ezCloth - Cloth Simulation
Designed specifically for gaming applications
With EZCloth, you can create realistic animation thanks to its physics-based solver and the ability to control collisions between meshes.
Quick Efficient Cloth Animation
High-quality 3D game characters usually require highly detailed secondary animation for items such as clothing, hair, accessories, etc. However, with ezCloth, which simulates bones skinned with mesh, you can create such secondary animation easily with just a few clicks on an existing character models.
The generated bone simulation is baked into bone rotations, so ezCloth lets you replace both time-consuming keyframe animation and secondary animation with automated simulations that do not require any modifications.
Accurate Collision Handling
ezCloth's Accurate Collision Handling tools simulate the bones, not the skinned mesh itself. However, collisions between skinned mesh and collision objects are still easily resolved by adjusting the bone rotations to avoid interpenetration. Merely by storing the resulting bone rotations, you can achieve accurate collisions between skinned meshes and the objects with which they collide.
Intuitive and Rich Dynamics Control
By using the Intuitive Dynamics Control tools, you can modify the material properties of cloth with a simple set of parameters and add wind fields to an ezCloth object for dynamic effects. The rich and intuitive controls enable users to obtain desired results so quickly.
Versatile Functions for Animation Editing
ezCloth's Versatile Animation Editing tools provide motion re-sampling, pose blending, repetitive motions, and smoothing filters for post-processing of the simulated results. Cyclic motions such as running and walking can be produced with a simple combination of such functions. In addition to these editing functions, users can modify any key value of the bones manually, making it possible to control the motion beyond physics.
Customers of ezCloth have witnessed an average of five times faster production speed compared to previous production pipelines, previously impossible without the advantages of ezCloth.
ezCloth is supported for use with Autodesk 3DS Max 2008-2015 in 32- and 64-bit versions of Windows.