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vininja / ClothTOP

Licence: MIT License
GPU-accelerated Cloth TOP node for TouchDesigner using the NVIDIA Flex physics solver.

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Cloth TOP

This project demonstrates how to use NVIDIA FleX solver for GPU cloth simulation in a TouchDesigner Custom Operator. It also shows how to render dynamic meshes from texture data using custom vertex/geometry shaders and TouchDesigner's PBR lighting functions.

Features:

  • Soft body (cloth, inflatable) simulation with controllable anchor points.
  • Static and dynamic triangle mesh collision.
  • Spheres, boxes and planes collisions.
  • Radial forcefields.
  • Configurable parameters like wind, gravity, adherence, etc.

Samples

Cloth body with animated anchor points (sample_clt_cloak.toe)

Inflatable body with dynamic pressure constraint (sample_clt_inflatable.toe)

Complex triangle mesh collider with multiple bodies (sample_clt_dali.toe)

Install NVIDIA FleX

  • Download FleX 1.2 (get access here).
  • Create a new environment variable called NvFlexDir that holds the path to /flex (folder you've unpacked).

Compilation

  • Install the CUDA SDK you want to use.
  • Generate a Visual Studio 2019/2022 project using CMake. For example, run this command on Windows Terminal:
cmake -Hc:/Documents/git/TouchDesigner/Plugins/ClothTOP -Bc:/Documents/git/TouchDesigner/ Plugins/ClothTOP/build -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=Release
  • Building will automatically copy the .dll to the Plugins folder. If using a release dll, manually place it here.
  • Open a sample with TouchDesigner 2021.14360+ (tested on Windows 11).

Assets

  • Dali 3D model (download and place the .fbx next to sample_clt_dali.toe)
  • Cloak 3D model (already locked in sample_clt_cloak.toe)

References

  • The FlexCHOP by Vincent Houzé provided a starting point for this project.

Known Issues

  • Moving anchors too fast can cause crashes when the solver can't converge for large position deltas.
  • Lack of robust error checking for input meshes.
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