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MOCCA:
Cloth Rules for Clothilde
 
Works with:
MOCCA
Requires:
Version 9.012
 


 
Cloth Simulation can be a difficult task to learn. This tutorial will look at some of the guidelines, that need to be considered when creating a cloth simulation.

 
Step 1: When creating a cloth garment, use polygons sparingly. The fewer number of polygons in a cloth object, the faster that the simulation will be able to run.

 

 
If you want small creases and wrinkles, you will need to increase the subdivision of the garment. This will allow for the polygons to crease more, being that there is more geometry to work with.

 

 
Note: A single polygon cannot be bent! This is very visible when dropping a table cloth onto a table. The options here are to increase subdivision of the table cloth, or bevel the edge of the table.

 

 
Step 2: Always make sure that the collider object has enough definition, for the cloth object that will collide against it. When using HyperNURBS the polygonal mesh is subdivided and smoothed. But, cloth can only collide against the actual polygonal mesh of the HyperNURBS.

 
Make sure the Collider is round enough so the object is not visible thorugh the cloth.

 
Step 3: The EPS settting (Epsilon), which is found in the Expert tab of the Attributes Manager, determines the area around a colliding point, polygon, or edge. So essentially this settings determines the threshold for when a collision should start.

 

 
Step 4: For a fabric look from the cloth simulation, using low Flexion values and high Stiffness values will help getting that result. This is because fabric can be bent to very small radii (Flexion), but cannot be elongated too much (Stiffness).

 
Stiffness accepts values > 100%!

 
The material applied to the cloth also has a lot to do with getting a fabric look. Make sure not to use Specular in your cloth materials. This will produce a very rubber type of look for the cloth..

 

 
Note: The number of polygons in the cloth and collider objects determine the speed of calculation for the cloth simulation. Only use as many polygons as necessary. If possible, use proxy objects for the collider objects.


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