Edit nCloth

 
 
 

To set the initial State of your nCloth

  1. In the scene view, select the nCloth for which you want to set its Initial State.
  2. Playback your nCloth until it reaches the shape you want to set as its Initial State and then stop playback.
  3. In the nDynamics menu set, select nSolver > Initial State > Set From Current.

    This sets which shape your nCloth starts its simulation with. For example, you can set your nCloth’s Initial State so that it appears to be draped over a couch at the beginning of its simulation.

    Note
    • Setting the Initial State of your cloth sets its shape at the start frame. It does not affect the input mesh or rest position.
    • You can set the Input Mesh Attract attribute in the Dynamic Properties section of the nClothShape node to increase or decrease how much your nCloth wants to retain the shape of its input mesh.

To merge nCloths

See Creating a Weld Adjacent Borders constraint.

To make nCloth tearable

See Creating a Tearable Surface constraint.

To shatter an nCloth

See Creating a Tearable Surface constraint.

To inflate or deflate an nCloth object

  1. Select the nCloth object you want to inflate or deflate.
  2. In the Attribute Editor, select the nClothShape tab.
  3. Expand the Pressure section.
  4. Do one of the following for your nCloth:
    • For the Manual Pressure Settings, keyframe the Pressure attribute so that its value increases (inflation) or decreases (deflation).
    • For the Volume Tracking Model, set a Start Pressure and then keyframe the Pump Rate and Air Tightness. If your object has any holes in its surface, you can also keyframe its Seal Holes attribute for fast inflation or deflation.

Dent, crush, or warp an nCloth beyond its restitution limits

The following procedure details how you can make an nCloth retain its deformed shape. For example, you can create a crushed cardboard box or a dented metal trash can.

To dent, crush, or warp an nCloth beyond its restitution limits

  1. Select the nCloth object for that you want to dent, crush, or warp and have it retain its mangled state.
  2. In the Attribute Editor, select the nClothShape tab.
  3. In the Dynamic Properties section, set the following for the nCloth:
    • Restitution Angle determines how far (in degrees) the selected nCloth object can bend across an edge before it can no longer go back to its rest angle. You can combine Restitution Angle with Bend Resistance to simulate deforming metals.
    • Restitution Tension determines how far the links in the selected nCloth object can stretch before they can no longer return to their rest lengths. You can use Restitution Tension to simulate a substance like silly putty being stretched.

To create ridges on nCloth that resemble creases or seams

  1. Select the nCloth object (output mesh) on which you want to create a ridge to mimic a seam or crease.
  2. Select Edge component selection mode.
  3. In the Polygons menu set, select Select > Select Edge Loop Tool.
  4. Double-click one of the edges in the row of edges you want to crease.

    All the edges in the row or loop are now selected.

  5. In the Polygons menu set, select Normals > Harden Edge.

    The edge loop you hardened is now a ridge that resembles a seam or crease on the nCloth object. This ridge retains its shape during its nCloth’s simulation.

To turn off nCloth object or component participation in nConstraints

See Creating a Disable Collisions constraint or Creating an Exclude Collide Pairs constraint.

Create wind effects for nCloth

To affect nCloth with dynamic wind

  1. Select the nCloth object whose behavior you want to affect with dynamic wind.
  2. In the Attribute Editor, select the nCloth object’s nucleus tab.
  3. Set the Wind Speed, Wind Direction, and Wind Noise attribute values. See Wind Speed, Wind Direction, and Wind Noise.

To block dynamic wind from affecting nCloth

  1. Select the nCloth or passive object that you want to obstruct the dynamic wind of its Nucleus system.
  2. In the Attribute Editor, select the current object’s nClothShape or nRigidShape tab.
  3. In the Wind Field Generation properties section, set Wind Shadow Distance to the value you desire. See Wind Shadow Distance.
  4. (Optional) Turn on Wind Self Shadow. See Wind Self Shadow.
  5. (Optional) Set the Wind Shadow Diffusion attribute value. See Wind Shadow Diffusion.

    The affects of dynamic wind on the behavior of any nCloth objects that are blocked by the obstructing object are now reduced. The magnitude of this reduction is dependent on the Wind Shadow Distance value you set.