Cloth Plastic deformation in 12.5

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Hi!!

This feature is missing right now, is temporal?
Because tearing is there but not expose already, but plastic deformation is not even in the guts of the cloth configure object.

Thanks!!
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That's a good question
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yeah, I wonder if somebody forgot to turn a switch in the compile or if it's going to be replaced for something more awesome. I noticed there is a softbodyplasticdeformation DOP (or something like that) but it doesn't seem to make any difference in the simulation.

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I think that the cloth framework will be like fluids in the meaning of microsolvers etc, and now with the very nice Geometry DOP, we can manipulate attributes with CVEX and create our “geo microsolvers”, NICE!!!
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Do you know it for sure?
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The built-in support for plastic deformation should be added back onto the cloth object. I've logged Bug 53988 for this.

Cloth in 12.5 represents the rest positions as an attribute called “rest”.
This attribute is allowed to be a vertex attribute, which would allow you to write your own plastic deformation microsolver as a SOP solver, if you wanted to.

Michiel
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Awesome! Thanks!
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michiel
Cloth in 12.5 represents the rest positions as an attribute called “rest”.
This attribute is allowed to be a vertex attribute, which would allow you to write your own plastic deformation microsolver as a SOP solver, if you wanted to.
Michiel

Hey, Michiel

I trying to follow your suggestion with the microsolver and I've gone as far as measuring the deformation. Now I'm trying to understand what would be the course of action: do I update the vertex rest or the point rest? If I were to update the vertex, which one of the rest attributes do I change and how? I'm measuring the deformation in a VOP SOP, but I can't figure out how to modify vertex attributes from within a VOP SOP.

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if you create/modify rest as a point attribute, it will be used as a rest for cloth (vertex rest will be automatically deleted since you can have either vertex or point attrib of the same name)

if you for any reason want to modify rest as a vertex attribute you can use Attrib VOP for that and set class to Vertex
or
you can disconnect all faces, promote rest to points, do your math, promote back to vertex and Attrib Copy to original fused mesh
or
just attrib promote rest to points do your math then promote back to vertex, but in that case there is no advantage of keeping it as Vertex

just remember that for any rest modifications within DOPs you need to uncheck Import Rest Geometry on Cloth Object otherwise that sop will be used as rest instead of rest attribute
Tomas Slancik
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Thanks for your reply, Tamte, I'll have to rest on this subject a bit though, getting swamped at work again.
But I'll test you ideas soon, hopefully.

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