


If you create a skirt you have to model it so there is enough material to allow for leg movement.

When modelling the original cloth you have to keep the largest possible elongation in mind. A combination of 0 subdivisions ClothNURBS and HyperNURBS for the cloth might help to smooth out minor problems.ħ. If neccesary replace the original collider object with a low poly proxy. Always try to use only as much as needed. The number of polygons in the cloth and collider determine the speed of caluclation. If possible use textures and bump maps to give the cloth structure and a more natural appeal.Ħ. Regardless of the physical behaviour of your cloth it will most likely look like rubber if you use materials with speculars. If the colliding meshes are equaly subdivided you might only need point or edge collission, thous speeding up calculation.ĥ. Usualy this should be set to values of 1/10 – 1/100 of the object size. EPS (Epsilon) values determine the area around a surface in which a collssion will be detected. Using Stiffness values of 100% or above will ensure this.Ĥ. Also common fabric is rather stiff (will not elongate much when pulled). In Clothilde this is reflected by the Flexion setting. You can easily bend it to small radiuses. Make sure the collider is round enough so you don’t see the underlying structure through the cloth.ģ. In a HN even a very low poly model will look smooth and fine, but the cloth collision will only work on the real polygon mesh, not on the HyperNURBS. Usualy beveling or the use of a beveled proxy is the better way.Ģ. You can either bevel the table or use (much) higher subdivided cloth. This becomes very visible when doing the old cloth on a table routine. If you want small creases you will need higher subdivisons, for anything else try to make the cloths polygon size as big as possible while still beeing able to bend enough for the needed purpose.ĭon’t forget, a single polygon can not be bend. Don’t use specular materials if you don’t want a rubber like lookġ. Make the eps settings depending on the object sizeĥ. For fabric use very small flexion and high stiffness valuesĤ. Make sure the collider has enough definitionģ. Only make the cloth mesh as dense as neccesaryĢ. These basic rules were generously sampled from “ ġ.
