How do I tell if cloth sim issues are topology or material properties?
#1
I’ve been trying to nail down a good workflow for creating realistic fabric folds in my character clothing, but I keep hitting a wall with the simulation stage. My cloth sim either comes out too stiff, like cardboard, or it collapses into a mushy, unnatural mess that kills the silhouette. I’m wondering if my problem is in the base mesh topology before I even run the simulation, or if I’m just setting the **material properties** all wrong.
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#2
Been there. It felt like the topology wasn’t the main blocker until I started tweaking edge loops around the major folds. I added a few extra edge loops near the shoulders and chest so the fabric could bend instead of buckling, kept the density even, and watched how the bend stiffness interacted with gravity. The silhouette finally stopped collapsing as much, and the folds read a bit more naturally, though it wasn’t perfect.
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#3
For me the swing was between stiff cardboard and a mushy blob, and I found that swapping the material properties made a bigger difference than I expected. I fiddled with stiffness, damping, and mass to see what stuck, and the same garment behaved totally differently when I changed the scale or the collision margins.
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#4
Sometimes I wonder if the real problem isn’t the sim at all but how I get the garment onto the body to start. I’ll pin a few points at the waist or tighten the sleeves and feel the shape settle differently, then realize I was patching instead of solving. It’s frustrating when the tweak helps for one pose and breaks in another.
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#5
Have you tried pose driven wrinkles instead of a full sim?
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