Creating the Cloth or Curve Geometry

 
 
 

The first step to creating a simulated cloth or curve object is to start with geometry that is the correct size for the simulation, using the correct geometrical construction, and having the correct resolution. This has a big impact on the way that the cloth or curve is deformed in the simulation.

Most of the tips in this section apply to cloth objects, but there are some general tips that also apply to curves.

Size Does Matter

Geometry Recommendations

Resolution of the Cloth Geometry

The cloth's resolution not only affects the speed of the simulation, but also the behavior of the cloth. A cloth whose resolution is either too high or too low can change the behaviour. The first step is to find out what resolution you need to make the geometry behave as you want in the simulation. For example, just getting the cloth to solve correctly in collisions is a good place to start.

As with all simulations, the trick is to find the lowest resolution acceptable for the results you want. One way to accomplish this is to use an acceptable low-resolution "stand in" model while you're setting up the basic simulation and collisions, which is faster. Then swap in the high resolution mesh for the render (with more details like pockets.) The simulation mesh drives the render mesh with a hull or cage deformer.

Tips for Creating Clothing

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