Chapter 5 · Workflows
5.3Several Fabrics on One Garment
A jacket has a heavy shell, a light lining and a stiff collar; a dress has a bodice and a skirt that should not hang the same way. Give each region its own material, bound to a painted channel.
To give one garment several fabrics:
- Add a Tnpix Channel above Tnpix Garment. Create a channel for each region, for example collar and skirt, and paint each one at 1.0.
- Add one material per region and choose its channel by name. Two materials cannot share a channel.
- Leave the channel at none on one material, Standard or Advanced, to make it the material for everything that is not painted.
On a Standard material, weight, velocity damping, Motion Damping, max strain, K bend, K stretch and K shear act per region, so a heavy collar on a light shirt, a damped skirt under a lively bodice and a hem that may stretch further than the body all work. Relative Damp and the damping ratios act on the whole garment. On an Advanced material, Stretch Stiffness, Edge Stiffness and Shear Stiffness act per region.
An Advanced material left at none covers every vertex of its garment that no painted material claims. Give a garment only one such material.
Several garments, several fabrics, one Solver
A Solver group merges channels by name across its garments. To give two garments on one Solver two different fabrics, bind each garment's material to a channel painted at 1.0 over that garment, and give the two channels different names. Two garments whose channels share a name share one fabric, and an edit on either material moves both. With the channels left at none, each garment's Advanced material covers that garment alone, while Standard materials give the Solver group one set of whole-garment values, those of the garment created first.