Cloth simulations for camber illustration
Recently, thanks to the amazing ease of handling of Ilvy’s barrel-cut cambered junk rig developed by Arne, I got a lot of free time while sailing. I used this free time not only for thinking, but also for observing. Naturally, a huge amount of observing focuses on that yellowish thingy in front of me.
I started to wonder about those wrinkles and how they enable a plain 2D shape to develop a 3D form. Quite amazing, as it appears so simple. In this thread here, it has been explained quite well with words (also in Slieve’s documents, where he lists and describes the different sailmaking techniques).
To give it a bit more graphical context, I started fiddling around with cloth simulations.
Why simulations when building a simple wooden frame equiped with some bed sheets would do, too? Mainly, because on my ongoing cruise on Ilvy I do not have the means to do such simple handywork tasks. Second, because I am used to program simulations (though not cloth simulations) as it is part of my profession. Third, because the outcome of those cloth simulations of one junk rig panel might be of significant use for a later project – which I do not want to tell right now as it is not definite yet.
Methods
I sketched up the sewing pattern for one barrel-cut panel. The height and position of camber is only roughly guessed, no numbers involved here as it is only a showcase. It looks like this:
Then, I designed a solid negative, which would be the shape of the 3D form. Bear in mind, this is only roughly done, more a prove of concept. The way I did it, this body reflects the shape of the shelf foot method. The outline of the body, when looked at from above, is exactly the rectangle of the sewing pattern – without the roundings for camber.
Now to the fun part. As software I used Blender, a mighty open source 3D software. The cloth was divided in 37,000 cells. After some fiddling (it has taken some hours…) I got the physic and numeric properties right, and the canvas could be dropped. The physic simulation of the drop alone took about one hour on my 6-core Razer Laptop with an RTX 2070, the graphic render took another one.
After it dropped down onto the body, it looked like this:
Have a look at the attached gif, to see it actually fall.
Conclusion
I made this one to illustrate how the little wrinkles of the barrel-cut method are necessary for the 3D shape to happen. I surely do not need to explain this to the experienced ones of you, but maybe this would be helpful for newbies to understand how the shape is gained.
Two things can be seen in this render:
- · The wrinkles are pronounced where the curvature is highest. Makes sense, geometrically, as the wrinkles are the reason for the curvature – or vice versa, as you want it.
- · The luff edge of the canvas is not bent: The shape of the 3D panel is gained without “stealing” from the luff.
Outlook
What I might want to do next, given I find the time:
Short-Term:
The number of cells the cloth is divided in should be increased to see if any effect is happening due to cell numbers (it shouldn’t, else the simulation could not be trusted). The negative body should reflect the actual shape of a real panel, i.e. with catenary curve or better: the shaped that Graeme measured in a huge effort in January ’24.
Mid-Term:
The negative body should be replaced by wind blowing into the cloth. I already tried that, it is working, but needs a lot more effort to give reasonable results.
Cheers,
Paul
PS: I definitely do not intend to suggest this simulation stuff to be implemented for making a Junk Rig Sail! It is just another way of experimenting and researching, not to be mixed up with the practical sailmaking.