Dent, crush, or warp an
            nCloth beyond its restitution limits
         
         The
            following procedure details how you can make an nCloth retain its
            deformed shape. For example, you can create a crushed cardboard
            box or a dented metal trash can.
         
         To
            dent, crush, or warp an nCloth beyond its restitution limits
         
         
            - Select the nCloth object for that you
               want to dent, crush, or warp and have it retain its mangled state.
            
- In the Attribute Editor,
               select the nClothShape tab.
            
- In the Dynamic Properties section,
               set the following for the nCloth:
               
                  - Restitution Angle determines how
                     far (in degrees) the selected nCloth object can bend across an edge before
                     it can no longer go back to its rest angle. You can combine Restitution
                        Angle with Bend Resistance to
                     simulate deforming metals.
                  
- Restitution Tension determines
                     how far the links in the selected nCloth object can stretch before
                     they can no longer return to their rest lengths. You can use Restitution Tension to
                     simulate a substance like silly putty being stretched. 
                  
 
To create ridges on nCloth that resemble creases
            or seams 
         
         
            - Select the nCloth object (output mesh)
               on which you want to create a ridge to mimic a seam or crease.
            
- Select Edge component
               selection mode.
            
- In the Polygons menu
               set, select 
                        Select > Select Edge Loop Tool.
            
- Double-click one of the edges in the
               row of edges you want to crease.
               All the edges in the
                  row or loop are now selected.
                
- In the Polygons menu
               set, select 
                        Normals > Harden Edge.
               The edge loop you hardened
                  is now a ridge that resembles a seam or crease on the nCloth object.
                  This ridge retains its shape during its nCloth’s simulation.
                
Create wind effects for
            nCloth
         
         To affect nCloth with dynamic wind
         
         
            - Select the nCloth object whose behavior
               you want to affect with dynamic wind.
            
- In the Attribute Editor,
               select the nCloth object’s nucleus tab.
            
- Set the Wind Speed, Wind Direction,
               and Wind Noise attribute values.
               See 
                        Wind Speed, 
                        Wind Direction,
               and 
                        Wind Noise.
            
To block dynamic wind from affecting nCloth
         
         
            - Select the nCloth or passive object that
               you want to obstruct the dynamic wind of its Nucleus system.
            
- In the Attribute Editor,
               select the current object’s nClothShape or nRigidShape tab.
            
- In the Wind Field Generation properties
               section, set Wind Shadow Distance to the value
               you desire. See 
                        Wind Shadow Distance.
            
- (Optional) Turn on Wind
                  Self Shadow. See 
                        Wind Self Shadow.
            
- (Optional) Set the Wind
                  Shadow Diffusion attribute value. See 
                        Wind Shadow Diffusion.
               The affects of dynamic
                  wind on the behavior of any nCloth objects that are blocked by the
                  obstructing object are now reduced. The magnitude of this reduction
                  is dependent on the Wind Shadow Distance value
                  you set.