You can paint nCloth properties to create vertex maps or texture maps. When you paint vertex maps, the nCloth property values you are painting are stored per vertex on your nCloth. Vertex maps do not require clean UVs. When you paint texture maps, the nCloth property values you are painting are stored to a texture file on disk. Texture maps require clean UVs.
You can paint collisions or dynamic nCloth properties, as well as nComponent properties. Collisions properties determine the attribute settings for an nCloth, dynamic properties override certain Maya Nucleus settings, and nComponent properties control the intensity of an nCloth constraint.
See also Painting nCloth properties and nCloth property maps.
You can only create painted vertex maps for constraints that connect vertices to vertices.
The Paint Vertex Properties Tool becomes the current tool, and its settings appear in the Tool Settings panel. This tool is a modified version of the Paint Attributes Tool. See Artisan Tool Settings.
The painted vertex properties are automatically saved to the selected nCloth’s vertices.
The painted texture map nCloth property values are saved as a file texture to the \maya\projects\default\3dPaintTextures directory by default.
To convert an nCloth vertex map to a texture map
The selected property’s values are saved to disk as a texture map (file texture) and the property’s value on the nCloth’s vertices are not removed.
To convert an nCloth texture map to a vertex map
The selected property’s current texture map (file texture) is converted to per-vertex property values, those values are then stored on the selected nCloth’s vertices, and the texture map is not deleted from disk.