Simulate low resolution nCloth objects |
Keep a low polygon count when modifying and simulating non-final nCloth objects. Smooth the polygon mesh after you are done
making changes to your simulation.If you must use a high resolution model for modification, use the output cloth mesh as a
wrap deformer.
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Model your nCloth appropriately |
Model your nCloth as uniform-sized quads or as close to uniform as possible. |
Disable collisions where appropriate |
Disable any unnecessary collisions to greatly reduce the amount of computations performed during simulation. |
Adjust self collision settings |
Reduce the attribute of the nClothShape node to improve self collision speed. This improvement is especially prevalent when the is not set to .If is set to , adjust the so that the collision spheres barely touch each other.
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Use a Vertex Pushout Technique |
- Turn off all the collisions on the nCloth object and all nRigid or passive objects.
- For each nRigid object, in the section of the , set the value to 1.
- Run the simulation.
- As the simulation is running, adjust the value such that it is as low as possible while collisions still display properly.
- Adjust the of the nRigid object(s) such that so that it is large enough such that the nCloth triangles do not interpenetrate the object.
If the collisions do not appear correct, activate in the section of both the nCloth and nRigid objects.
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Use constraints |
If a region of the cloth needs to be stiff, connect the vertices in the region with a constraint rather than painting cloth attributes. You can simulate stiffness by setting the to and adjusting the attribute.If a region of cloth needs to stay close to a part of a character’s body, use a constraint rather than relying
on and . For example, use a constraint utilizing a point on the nCloth and the character’s body, along with a low value for the constraint.
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Bind clothing to a skeleton |
When animating a character, use the command on the clothing mesh and character skeleton before making the clothing nCloth. Use the to pull the cloth towards the character’s end position thereby relieving some nCloth calculations.
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Lower substeps |
In most cases, lowering the , and of the nucleus node will improve playback at the expense of a loss in quality.Lowering the of the nCloth node can also improve playback.
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Lower Input Mesh Attract |
Avoid values higher than 1.2.
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Use Stretch Damp rather than Stretch Resistance |
If your nCloth appears to stretch too much, increase the attribute rather than the attribute whenever possible.
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Adjust collision values for layers |
When working with layered garments (such as a jacket on top of a shirt), give the outer garments higher values than the inner garment(s). This will allow you to use lower quality settings.You can also adjust the value so that the outer layer garment does not compute collisions with inner layers, such as the character’s body.
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Caching |
After caching an nCloth simulation, turn off Enable in the nucleus node. However, be sure to turn it back on when you wish
to append to the cache or simulate after.
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