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.
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Disable collisions where appropriate |
Disable any unnecessary collisions to greatly reduce
the amount of computations performed during simulation.
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Adjust self collision settings |
Reduce the Thickness attribute
of the nClothShape node to improve self collision speed. This improvement
is especially prevalent when the Self Collision Flag is
not set to Vertex.If Self
Collision Flag is set to Vertex, adjust
the Self Collide Width Scale 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 Quality Settings section
of the Attribute Editor, set the Push
Out value to 1.
- Run
the simulation.
- As
the simulation is running, adjust the Push Out Radius value
such that it is as low as possible while collisions still display
properly.
- Adjust
the Thickness 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 Trapped Check in
the Quality Settings 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 Component to Component constraint rather
than painting cloth attributes. You can simulate stiffness by setting
the Connection Method to Within
Max Distance and adjusting the Max Distance 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 Friction and Stretch Resistance.
For example, use a Point to Surface constraint
utilizing a point on the nCloth and the character’s body, along
with a low Strength value for the constraint.
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Bind clothing to a skeleton |
When animating a character, use the Bind
Skin command on the clothing mesh and character skeleton
before making the clothing nCloth. Use the Input
Mesh Attract 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 Substeps, and Max
Collide Iterations of the nucleus node will improve playback
at the expense of a loss in quality.Lowering the Max
Self Collide Iterations of the nCloth node can also improve
playback.
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Lower Input Mesh Attract |
Avoid Input Mesh Attract 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 Stretch Damp attribute rather
than the Stretch Resistance 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 Collision Layer values
than the inner garment(s). This will allow you to use lower quality
settings.You can also adjust the Collision Layer Range 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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