New Local Force and Local Wind attributes let you apply gravity and wind to individual nCloth objects. These forces are applied locally and do not affect other Nucleus objects that are assigned to the same solver.
You can use Local Force to reduce or increase the effects of gravity on specific nCloth objects, making the garments appear lighter or heavier than other articles of a character's clothing. By adding Local Wind, you can create gusts of wind that act on specific areas of a character's clothing such as a flowing cape.
A new Collide Last Threshold sets whether or not a collision iteration is the last calculation performed each simulated step. Collision Last Threshold helps ensure that nCloth collisions with Nucleus objects are resolved at the end of a step, decreasing the chance of bad collisions in the subsequent frames.
Using Input Motion Drag, you can now apply a force to an nCloth which is based on the motion of an animated input mesh. This force is derived from the difference between the current velocity of the nCloth object and the velocity of its animated input mesh. An Input Motion Drag value of 1 means that the force will cause the nCloth object to follow the same path as its input mesh. An Input Motion Drag value of 0 has no effect on the nCloth object. You do not need to have Input Mesh Attract set to use Input Motion Drag.
nCloth performance improvements
Additional Nucleus solver threading improves the performance of nCloth simulations. Better performance is most noticeable when playing back simulations with multiple nCloth objects connected to the same Nucleus solver. In this case, computations for self-colliding surfaces and stretch resistance are threaded.
A number of attributes have been added to the list of paintable nCloth properties. You can now can use the Paint nCloth Attributes Tool to create vertex maps and texture maps for the following attributes: