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High-quality cloth simulation plug-in for Autodesk Maya

Qualoth

High-quality cloth simulation plug-in for Autodesk Maya

Qualoth

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Realistic Cloth Animation More Quickly and Easily

With Qualoth, you will get good results more quickly, not just because it is computationally fast, but also because it produces fail-safe results even when used with the default settings.

Qualoth has been proven in rigorous production environments in some of the biggest 3D animation studios in the world.

Qualoth's sophisticated physical model and numerical algorithms produce realistic wrinkles and fabric animation, and its fully multi-threaded solver realizes unmatched computational speed. Reliable collision handling and a rich set of controls allow you to spend more time and effort on creative work, rather than tedious troubleshooting.

realistic animation simulation

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

hanbok layers

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 format, such as those produced using CAD 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 Increases Workflow Efficiency

When a cloth simulation attempt is not completely dissatisfactory, 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

cloth and object collision

In complex scenarios where there are multiple cloth objects and collision objects in a solver, 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 the water, and clothes waving in the wind. That is, 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

realistic creases in simulated clothing animations

The material that is simulated using Qualoth is not a simple spring network. Its 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 come from an advanced physical model dedicated to simulating fabric-like materials.

Hysteresis for Unmatched Crease Simulation

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 2013 - 2016, 2016 Ext1, 2016 Ext2 in Windows, Linux.

System Requirements (Windows)

Spec Recommended Minimum
OS Microsoft Windows 7/8/8.1 64bit Microsoft Windows XP/Vista/7 64bit
CPU Pentium i7 Series Pentium i7 Series
GPU (desktop) Nvidia Geforce GTX 550 Nvidia Geforce GT 630
GPU (laptop) Nvidia Geforce 650M Nvidia Geforce 630M
RAM 16GB ( PC3-12800 ) 16GB ( PC3-10600 )

System Requirements (Linux)

Spec Recommended Minimum
OS CentOS 5.5 / Redhat 5 64bit CentOS 5.5 / Redhat 5 64bit
CPU Pentium i7 Series Pentium i7 Series
GPU (desktop) Nvidia Geforce GTX 550 Nvidia Geforce GT 630
GPU (laptop) Nvidia Geforce 650M Nvidia Geforce 630M
RAM 16GB ( PC3-12800 ) 16GB ( PC3-10600 )

System Requirements (Mac)

Spec Recommended Minimum
OS OSX 10.7 (Lion) or later OSX 10.6 (Snow Leopard) or later
RAM 16GB 8GB
iMac 2010 or later 21.5, Late 2009 or later
Mac Pro 2010 or later Early 2009 (Snow Leopard) or later
MacBook Pro 2010 or later Mid 2009 or later
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