This section outlines issues you may encounter with nCloth and provides solutions.
When converting a polygon object that has a shader assignment into nCloth, you may find that the shader assignment is lost.
Solution: Assign the shader after the polygon object has been converted to nCloth.
You cannot move a local space nCloth object after the start frame, during playback, during rendering, or while caching of the simulation.
Solution: Rewind to before the start frame, or rewind to the start frame and move your nCloth.
You may see ridges appearing on nCloth objects where perfectly aligned edges meet.
Solution: Add Bend Resistance (nClothShape node) to your nCloth object. Even a small amount of bend resistance (0.1) provides enough resistance to prevent ridges, without changing the overall behavior of the nCloth.
In addition, after simulation, you can use Mesh > Smooth (in the Polygons menu set) on the output mesh to remove ridges.
You may see staircasing artifacts on nCloth objects where perfectly aligned edges meet.
Solution: Triangulate the mesh explicitly: select Mesh > Triangulate from the Polygons menu set.
You may see nCloth objects sizzle (quick, undesired surface deformations) when colliding.
Solution: Increase the Max Iterations (nClothShape node) for the nCloth object that is sizzling.
Negative wrinkle values may not produce the desired effect for reverse wrinkles.
Solution: To make wrinkles that face the opposite direction, set the alpha offset of the nCloth texture node to -0.5.
When trying to render an uncached nCloth simulation with motion blur, the cloth may appear blurrier and the motion may be faster and jerkier than expected.
Solution: Always cache simulations involving Motion Blur.
If two nCloth objects have a Friction value of 1 but the Substeps value of the Nucleus node is less than the Collide Iteration value, then when they collide they will not stop sliding on one another.
Solution: Adjust the Substeps value of the Nucleus node to either match or exceed the Collide Iteration value.