This section outlines issues you may encounter with nCloth and provides solutions.
Converting to nCloth with shading
When converting a polygon object that has a shader assignment into nCloth, you may find that the shader assignment is lost.
Solution: Assign the shader after the polygon object has been converted to nCloth.
You cannot move a local space nCloth object after the start frame, during playback, during rendering, or while caching of the simulation.
Solution: Rewind to before the start frame, or rewind to the start frame and move your nCloth.
You may see ridges appearing on nCloth objects where perfectly aligned edges meet.
Solution: Add Bend Resistance (nClothShape node) to your nCloth object. Even a small amount of bend resistance (0.1) provides enough resistance to prevent ridges, without changing the overall behavior of the nCloth.
In addition, after simulation, you can use Mesh > Smooth (in the Polygons menu set) on the output mesh to remove ridges.
You may see staircasing artifacts on nCloth objects where perfectly aligned edges meet.
Solution: Triangulate the mesh explicitly: select Mesh > Triangulate from the Polygons menu set.
You may see nCloth objects sizzle (quick, undesired surface deformations) when colliding.
Solution: Increase the Max Iterations (nClothShape node) for the nCloth object that is sizzling.
Negative wrinkle values may not produce the desired effect for reverse wrinkles.
Solution: To make wrinkles that face the opposite direction, set the alpha offset of the nCloth texture node to -0.5.
When trying to render an uncached nCloth simulation with motion blur, the cloth may appear blurrier and the motion may be faster and jerkier than expected.
If two nCloth objects have a Friction value of 1 but the Substeps value of the Nucleus node is less than the Collide Iteration value, then when they collide they will not stop sliding on one another.
Solution: Adjust the Substeps value of the Nucleus node to either match or exceed the Collide Iteration value.