仓库小力巴 发表于 2024-1-22 11:48:12

Cloth Dynamics 1.7.3物理系统


Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.
Some parts of the C# source code depend on Unity's Burst, Collections and Shader Graph packages.

Features:
- One of the fastest GPU based cloth simulations.
- Unified solution for character clothing.
- GPU Skinning (with Unity Standard- or Dual Quaternion Skinning)
- Cloth interaction with unity colliders based on SDF calculations.
- Quicker loading times with pre-cached data.
- Per cloth adjustable solver data.
- Simple LOD system to fade between skinned mesh and cloth sim.
- Cloth proxies: drive high resolution meshes using low-res simulations.
- Independent compression, stretch and bend constraints.
- Cloth can collide with itself and other cloth pieces.
- Supports all standard Unity colliders plus stretched spheres and round cones.
- Automatic camera culling.
- Mesh collision with a point-to-point system (using vertices or triangles).
- Mobile support (only primitive collisions e.g. spheres, cubes,... ).
- Full C# source code included, compute shaders of V2 are pre-compiled.
- No WebGL Support!

Easy-to-use integrated editor tools:
- Automatic character setup for bone-driven colliders.
- Fast Vertex painter and vertex color transfers.
- Garment tool to create cloth in Unity.


Cloth Dynamics是一个快速而高级的基于粒子的物理系统,主要运行在带有计算着色器的GPU上。
C#源代码的某些部分依赖于Unity的Burst、Collections和Shader Graph包。
特征:
-最快的基于GPU的布料模拟之一。
-角色服装的统一解决方案。
-GPU蒙皮(使用Unity标准或双四元数蒙皮)
-基于SDF计算的布料与统一碰撞器的交互作用。
-预缓存数据的加载速度更快。
-每布料可调整的解算器数据。
-简单的LOD系统,在蒙皮网格和布料模拟之间渐变。
-Cloth代理:使用低分辨率模拟驱动高分辨率网格。
-独立的压缩、拉伸和弯曲约束。
-布料可能会与自身和其他布料碰撞。
-支持所有标准的Unity对撞机以及拉伸球体和圆锥体。
-自动相机剔除。
-与点对点系统的网格碰撞(使用顶点或三角形)。
-移动支持(仅限于基本碰撞,例如球体、立方体等)。
-包括完整的C#源代码,V2的计算着色器是预编译的。
-无WebGL支持!
易于使用的集成编辑器工具:
-骨骼驱动碰撞器的自动角色设置。
-快速顶点绘制器和顶点颜色转移。
-在Unity中创建布料的服装工具。







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