Specifies the maximum number of iterations per simulation step for the current nCloth object’s dynamic properties (for example, Stretch Resistance and Bend Resistance). Max Iterations clamps the number of iterations to prevent high level property values or a large number of substeps from locking up the nCloth.
An iteration is a single computation of a single nCloth property by the Maya Nucleus solver. There are many iterations for each dynamic property value per step. The number of iterations for each dynamic property is automatically set by their current values. Higher dynamic property values generate larger numbers of iterations.
Specifies the maximum number of self-collision iterations per simulation step for the current nCloth object. Iterations are the number of calculations that occur within a simulation step. Accuracy increases with increased iterations, however, calculation time also increases. Max Self Collide Iterations is 4.0 by default.
Sets whether or not collision iterations are the last calculation performed each simulated step. Collision Last Threshold is useful when Rigidity, Deform Resistance, and Input Attract have positive values, as it ensures that nCloth collisions with Nucleus objects are resolved at the end of the step, decreasing the chance of bad collisions in the subsequent frames. When on, Collide Last Threshold applies only when the nCloth object has set Rigidity, Deform Resistance, or Input Attract.
By default, Collide Last Threshold is 0.2 which works well in most simulations. Use higher values, such as 1.0, if partial collision failures appear in your simulation, particularly when using Input Attract. For example, in some cases, nCloth vertices can pass through collision objects to follow the nCloth input attract object. Collide Last Threshold values of 1.0 or greater can resolve this problem. It can also resolve similar issues when using Rigidity with fast moving nCloth.
Collide Last Threshold values of less than 0.2 are not useful for most simulations.
Adds cross links to the current nCloth object. For faces with more than 3 vertices (triangles), this creates links such that each vertex is connected to each other vertex. Quads are better balanced with cross links, than if they are triangulated.
Cross links maintain the angles between links, stabilizing the nCloth and preventing cloth behavior like shearing. You cannot add cross links to meshes that were triangulated before being made nCloth, as their extra edges already provide additional stability to the nCloth.
Specifies whether the current nCloth object’s links are evaluated in a cumulative or an order-independent manner.
Links are evaluated cumulatively, from the first link to the last link on the nCloth. The sequence of links (from first to last) is determined by the nCloth’s input mesh edge order. Sequential tends to evaluate links more quickly than Parallel and it requires less calculations to make nCloth non-stretchy or rigid.
Links are evaluated order-independently, from the parts of the nCloth that are constrained or colliding to all other areas of the nCloth. A high Stretch Resistance value is required for this type of evaluation, and it can be slow to calculate. Use Parallel only if bias is an issue in your scene. For example, if the sleeve of an nCloth shirt is colliding with another nCloth object, then the links in the sleeve are evaluated first, followed by the links closest to the sleeve, and then the rest of the shirt’s links and so forth.
Sets the solver method used for computing Bend Resistance.
Solves Bend Resistance each step based on the relative position of the nCloth vertices. No history of vertex cross-over or geometry flipping is used to solve Bend Resistance.
Use either High Quality or Flip Tracking for nCloth simulations where vertices may cross-over or the geometry flips. Otherwise, Maya may bend the nCloth surface in the wrong direction, causing jittering motion and poor self-collisions.
Solves Bend Resistance each step based on the relative position of the nCloth vertices. When solving Bend Resistance, High Quality keeps a history of instances when vertices cross-over and geometry has flipped around itself. This history is maintained for the duration of a simulation step. At the end of each simulation step, Maya assumes that all vertex cross-over and geometry flipping are resolved and the history is cleared. With no instances of nCloth surfaces bent around itself, meaning no flipping, collisions are properly resolved.
High Quality resolves poor collisions due to instances of vertex cross-over and geometry flipping without producing kinks in the output mesh. By default Bend Solver is set to High Quality.
Solves Bend Resistance each step based on the relative position of the nCloth vertices. When solving Bend Resistance, Flip Tracking keeps a running history of instances when vertices cross-over and geometry has flipped around itself. This history is maintained for the duration of the simulation. Using Flip Tracking lets you solve nCloth surfaces that may bend around themselves several times like a spring and then unwind during the simulation.
Be aware that if the surface winds a number of times during the simulation, kinks may appear in the resulting surface, particularly in areas where winding has caused poor collisions. If your nCloth is winding excessively during a simulation or kinks appear in the output mesh, use the High Quality option. Flip Tracking is the default Bend Solver method used in previous versions of Maya.
If you set Bend Solver to Flip Tracking and want to append an nCache or play back off the end of an nCache, you must set Cacheable Attributes to Dynamic State when you cache the simulation. See nCloth Caching attributes.
When on, the current nCloth object’s links are sorted. With a Sequential Evaluation Order, Sort Stretch Links bases the link order on distance to colliding and constrained points on the nCloth. This can help reduce stretching without increasing the Stretch Resistance value, although the effect can be subtle.
When on, Trapped Check pushes out along the surface normal of the current object to resolve crossovers between colliding objects, and attempts to push the points that cross over, back. The push out force is exerted on the outside of the current object's surface (positive normal side). Trapped Check assumes that the collisions are occurring on the same side of the object's respective surfaces (For example, outside surface to outside surface collision).
When on, tracks self collision crossovers and attempts to push the points that cross over, back. This setting assumes that the surface of the object is in a good state at the start, and attempts to preserve that state.
The Self Trapped Check is useful in cases where nCloth is self-colliding and causing interpenetration. Instead of the geometry being stuck on the wrong side, the Self Trapped Check allows the cloth to push back to the correct side.
A force that pushes out objects that are intersecting or interpenetrating, to the nearest point on the current nCloth object’s surface. A value of 1 pushes objects out in one step, while lower values push out in more steps but provide smoother results. A positive Push Out value results in objects pushing in the direction of the surface normal. A negative Push Out value results in objects pushing in the opposite direction of the surface normal.
Push Out relies on the Push Out Radius to determine which objects and points are affected (objects and points farther than the Push Out Radius are ignored).
Push Out is useful for objects colliding at the start frame. In addition, you can animate this attribute to resolve a bad state at certain frames.
Specifies the maximum distance from the surface of the current nCloth object that the Push Out attribute affects. Objects that are farther away than the distance specified by the Push Out Radius are not affected.
The Push Out Radius determines how far from the surface Maya checks for push out. The push out is always applied to the surface thickness. Push Out Radius is not a type of surface thickness.
A force applied to objects along the contour where they crossover with the current nCloth object. Crossover Push works only at the point of crossover so it may take several steps for the surface to reach a good state. Use Crossover Push to resolve interpenetration at the start frame, or to correct sharp edges.
A force applied along the contour where the current nCloth object crosses itself. Self Crossover Push works only at the point of crossover so it may take several steps for the surface to reach a good state. Use Self Crossover Push to resolve interpenetration at the start frame.
Disable self collisions, or turn on Self Trapped Check when using Self Crossover Push.