Notch Notch Manual 1.0
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Cloth Deformer

Cloth Deformer

Add a cloth simulation to mesh geometry.

Method #

This node applys a Cloth Simulation to the connected mesh.

Cloth behaves best with:

  • Meshes primarily built from Quads
    • Tris are supported, but wont use shearing forces.
    • N-gons are supported, but will essentially be automatically broken up into tris, and results may be unpredictable.
  • Meshes built with a consistent polygon density.
    • Because of the springy nature of the cloth, inconsistent and broken topology can generate unpredictable results.
  • Best practice is to render a low res sim and subdivide after. Greater polygon density can generate more detailed results, but at significant performance cost. Look to find a balance for what your looking for.
  • For soft bodies, best to use a closed mesh.

Parameters

ParameterDetails
GravityUniform force which pushes the cloth in the -y direction. Set to 0 for ‘zero-g’ effects.
Update FPSThe frame rate step of the cloth system, per second. An update frame rate of 240 in a project running at 60 fps, 4 update steps will be executed per frame. If a frame is dropped, more steps will be added to other frames to maintain simulation quality, up to the max update steps cap.
Min Update StepsThe minimum number of update steps per frame. if the frame rate is running very high, this can force extra steps to improve quality.
Max Update StepsThe maximum number of update steps per frame. if the frame rate is running low, this caps the updates per frame to improve performance.
DampeningReduces the velocity of all the forces acting on the cloth over time. High values can make the simulation more stable, but can also smooth out and slow down all the forces acting on the system.
Air DragHow much movement of the cloth is resisted by the air. Useful for dampening movement of the cloth with minimal affect to the cloth behaviour.
Spring ModelControl how the internal springs are used to model the cloth simulation.
  • Stiff : Uses a sharper stiffness curve, resulting in a cloth sim which reacts quickly to being stretched.
  • Flexible : Uses a smoother stiffness curve, results in a stretchier and more flexible cloth sim.
StiffnessHow much the cloth resists stetching and compressive forces along each edge of the mesh. High values can make the cloth appear stiffer, and less flexible.
Shear StiffnessHow much the cloth resists shear forces, which stretch and compress the cloth diagonally across polygons. High values can make the cloth appear stronger, and less flexible. Has no affect on non-quad polygons.
Spring DampeningDampens the forces applying to the stiffness and shearing forces, helping them to settle quicker over time.
Rest Length ScaleMultiplies the current length of each edge in the cloth system to give it an initial compression or tensions. Useful for making a cloth which shrinks or expands.
Use Bending SpringsEnable the use of bending forces in the cloth simulation.
Bend StiffnessHow much the cloth resists bending forces. Higher values can a creates a softer and rounder cloth shape while lower values can create a more crumpled and crinkled shapes.
Bend DampeningDampens the forces applying bend forces, helping them to settle over time.
Self CollisionsWhen enabled, the cloth will run extra tests to make sure it doesnt collide with itself. Disable for increased performance, but less accuracy in some cases.
Collision ThicknessThickness of the cloth surface used for self intersections.
Volumetric PressureA constant outward pressure which pushes towards the Target Volume. Higher values increase acceleration to the target volume, but can introduce instability.
Target VolumeThe target volume the Pressure is pushing towards, defined as a multiple of the initial volume. Only functions when Volumetric Pressure is greater than 0. Values less than 1 will shrink the cloth, while higher values will expand the cloth.
Constant PressureA constant pressure force applied to the cloth surfaces, disregarding any target volume. Negative values will shrink the cloth, positive values will expand the cloth.

Inputs

NameDescriptionTypical Input
Collision NodesTBCTBC
Force AffectorsTBCTBC
Falloff NodeTBCTBC
Generated WeightmapTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Blend AmountTBCTBC
Animation SpeedTBCTBC
Inner RangeTBCTBC
Outer RangeTBCTBC
Falloff Curve PowerTBCTBC
GravityTBCTBC
Update FPSTBCTBC
Air DragTBCTBC
TBCTBC
Shear StiffnessTBCTBC
TBCTBC
Spring DampeningTBCTBC
Bend DampeningTBCTBC
Bend StiffnessTBCTBC
Collision ThicknessTBCTBC
PressureTBCTBC
Volume ScaleTBCTBC
Constant PressureTBCTBC
Spring Length ScaleTBCTBC
Pressure WeightmapTBCTBC