Main Cloth Panel
- Presets: The presets are pretty self-explaining. Just choose the garment type you want to use and you're finished. You can fine-tune the settings afterward.
Geometry is important
- StructStiff: Structural Stiffness also includes shear stiffness. Both define the stiffness of the structure of the cloth. Lower values will make the cloth look like elastic rubber.
- BendStiff: Bending Stiffness describes how the cloth forms its wrinkles. Higher values result in bigger but not necessarily more wrinkles.
- Spring Damp: Specifies how much the amount of movement will be lowered. This can prevent unwanted jiggling, and can result also in smoother animation.
- Air Damp: How thick is the air? How much movement will it stop due to its thickness? Practically speaking, you receive slower movement of cloth with higher air damping. With air damping set to zero, you have moon surface conditions.
- Quality: More quality gives more stable cloth (less jiggling with high BendStiff) and additionally you receive better collision responses.
- Mass: More mass gives heavier cloth, with slightly more weight on the border like normal cloth.
- Gravity: X, Y and Z direction of the gravity you want to have working on the cloth.
- Pinning of cloth:
- Pin Stiff:
Cloth Collision Panel
- Enable Collisions:
- Min Distance: Defines the cloth thickness where the collision response kicks in. It helps to keep a minimum distance between the Cloth and the colliding mesh. Just increase it if you encounter collision penetrations (This is only *one* of two available options to resolve that issue - you could also increase the Quality on the first Cloth panel).
- Collision Quality:
- Friction: Friction defines how good a cloth can slide over a collision object. See this for how friction effects the cloth collisions.
- Enable Selfcollisions:
- Min Distance: Defines the cloth thickness where the selfcollision response kicks in. It helps to keep a minimum distance between the Cloth.
- Selfcoll Quality: This values helps you to resolve several layers of selfcollisions. Be carefull: the Collision Quality has to be at least as high as Selfcoll Quality to have it working!
Cloth Advanced Panel
Short description: You can paint through vertex groups how you wan to have your stiffness/bending distributed over the mesh. That means that some parts of the mesh can be wobbly and other parts are quite resistant to wrinkles. The values are scaled from start bending/stiffness (first panel, vertex group painted value: 0) to max stiffnes (third panel, vertex group painted value 1).
Regression file for this feature: Cloth scaling stiffness regression file
- StructStiff VGroup: Vertex Group to be used for Structural Stiffness scaling.
- BendStiff VGroup: Vertex Group to be used for Bending Stiffness scaling.
- StructStiff Max: Defines the Structural Stiffness maximum. The structural stiffness gets scaled between this maximum (the red painted values on the vertex group) and the minimum StructStiff on the first Cloth panel (blue painted vertices on the vertex group). A linear interpolation function is used inbetween.
- BendStiff Max: Defines the Bending Stiffness maximum. The bending stiffness gets scaled between this maximum (the red painted values on the vertex group) and the minimum BendStiff on the first Cloth panel (blue painted vertices on the vertex group). A linear interpolation function is used inbetween.