When on, the current nCloth object collides with passive objects, nParticle objects, and other nCloth objects that share the same Maya Nucleus solver. When off, the current nCloth object does not collide with passive objects, nParticle objects or any other nCloth objects.
When on, the current nCloth object collides with its own output mesh. When off, the current nCloth does not collide with its own output mesh.
Specifies which of the current nCloth object’s components participate in its collisions.
The current nCloth object’s vertices collide. Collisions occur at the collision spheres that surround each of the nCloth’s vertices.
The current nCloth object’s edges collide. Collisions occur at the collision cylinders that surround each of the nCloth’s edges.
The current nCloth object’s faces collide. Collisions occur at the collision surface that is offset from the nCloth’s faces. Note that when the nCloth’s Thickness value is greater than 0.0, its face collisions are the sum of its vertex, edge, and face collisions. This extends and rounds the borders of the collision surface.
Specifies which of the current nCloth object’s components participate in its self-collisions. Self Collision Flag also determines which type of self-collision volume is used by the nCloth.
The current nCloth object’s vertices collide with each other. Collisions occur at the self-collision spheres that surround each of the nCloth’s vertices.
The current nCloth object’s vertices and edges collide with each other. Collisions occur at the self-collision spheres that surround each of the nCloth’s vertices and at the self-collision cylinders that surround each of the nCloth’s edges.
The current nCloth object’s vertices and faces collide with each other. Collisions occur at the self-collision spheres that surround each of the nCloth’s vertices and at the self-collision surface that is offset from the nCloth’s faces. Note that the sum of the vertex and face self-collisions extends and rounds the self-collision surface’s borders.
The current nCloth object’s vertices, edges, and faces collide with each other. Collisions occur at the self-collision spheres that surround each of the nCloth’s vertices, at the self-collision cylinders that surround each of the nCloth’s edges, and at the self-collision surface that is offset from the nCloth’s faces. Note that the sum of the vertex, edge, and face self-collisions extends and rounds the self-collision surface’s borders.
Specifies the strength of collisions between the nCloth object and other Nucleus objects. At the default value of 1, the object fully collides with itself or other Nucleus objects. Collide Strength values between 0 and 1 dampen the full collision, while 0 turns off the object's collisions (which is the same as turning off the object's Collide attribute).
You can use Paint Vertex Properties or Paint Texture Properties to paint Collide Strength values on a per- vertex basis to dampen or disable collisions on selected vertices.
Assigns the current nCloth object to a specific collision layer. Collision Layers determine how nCloth objects, nParticle objects, and passive objects that share the same Maya Nucleus solver interact. This is useful when layering nCloth clothing.
nCloth objects on the same collision layer collide normally. However, when nCloth objects are on different layers, the nCloth objects on lower value layers will have priority over nCloth objects on higher value layers. So an nCloth object on collision layer 0.0 will push an nCloth object on collision layer 1.0, which in turn will push the nCloth object on collision layer 2.0. This collision priority occurs in the range set by the Collision Layer Range attribute on the Nucleus node (see Nucleus node ).
For example, the passive object skin of a character is on collision layer 0.0, its nCloth shirt is on collision layer 1.0, and its nCloth jacket is on collision layer 2.0. If the Collision Layer Range is 1.0, then the shirt interacts with the skin and the jacket, but the jacket and skin do not interact because their values vary by more than 1. Also, because of the collision priority, the shirt pushes the jacket, but the jacket does not push the shirt; the jacket behaves as if the shirt is a deforming passive object.
When the collision layer difference for two objects is 1.0 or more, the lower layer is essentially rigid relative to the higher layer. For collision layer differences less than one, the relative push (or mass) becomes more equal.
Passive objects and nParticle objects in collision layers only collide with nCloth objects that are in the same collision layer, or in layers of higher value.
Specifies the radius or depth of the current nCloth object’s collision volumes. nCloth collision volumes are non-renderable surfaces offset from an nCloth’s vertices, edges, and faces that the Maya Nucleus solver uses when calculating self-collisions or passive object collisions.
Collisions occur at an nCloth’s collision volumes, not at the surface of the nCloth object itself. The following collision volumes are used by nCloth: collision spheres for vertex collisions, collision cylinders for edge collisions, and collision planes for face collisions. Each collision volume on an nCloth has the same radius or depth unless overridden by a Thickness Map.
Thickness also determines how thick your nCloth appears.
For example, a value of 0.0 creates thin nCloth (such as silk) and a value of 1.0 creates thick nCloth (such as felt).
Specifies a self-collision scale value for the current nCloth object. Self Collide Width Scale allows you to scale an nCloth’s output meshes’ thickness to improve self-collisions. This value is defined relative to Thickness. For example, if Self Collide Width Scale is 1.0, then the width or depth for self-collisions is the same value as the nCloth’s Thickness. Self Collide Width Scale is 1.0 by default.
This is especially useful with vertex self collisions to make the self collide spheres overlap without requiring too great a width.
Specifies what Maya Nucleus solver information is displayed in the scene view for the current nCloth object. Solver Display can help you better diagnose and troubleshoot any problems you may be having with your nCloth.
No Maya Nucleus solver information is displayed in the scene view.
When on, the collision volumes for the current nCloth object are displayed in the scene view. Collision Thickness helps you visualize an nCloth’s thickness and it is useful when tweaking an nCloth’s collisions with other nCloth objects or and nParticle and passive objects. The appearance of the current nCloth’s collision volumes is determined by its Collision Flag.
To avoid this, model the start state so that the surfaces with thickness do not overlap. In addition, you can use Edit nCloth > Initial State > Resolve Interpenetration to fix subtle overlaps.
When on, the self-collision volumes for the current nCloth object are displayed in the scene view. Self Collision Thickness helps you visualize an nCloth’s self-collision thickness and it is useful when tweaking an nCloth’s self-collisions.
The nCloth’s stretch links are displayed in the scene view.
The nCloth’s bend links that are used to calculate bending in the nCloth are highlighted in the scene view.
The nCloth vertices that are calculated first, when Sort Stretch Links is turned on, are highlighted in the scene view. Large vertices are typically calculated first.
Specifies the color of the collision volumes for the current nCloth object. Display Color is only visible when your scene view display mode is set to Shading > Smooth Shade Selected Items or Shading > Flat Shade Selected Items.
Specifies the springiness or bounciness of the current nCloth object. Bounce determines the amount of the nCloth’s deflection or rebound on collision with itself, nParticle objects, passive objects, or other nCloth objects that share the same Maya Nucleus solver.
The amount of Bounce an nCloth should have is determined by its type of fabric or material. For example, an nCloth with a Bounce of 0.0 would not be bouncy (such as concrete) and an nCloth with a Bounce of 0.9 would be very bouncy (such as rubber). Bounce is 0.0 by default.
Bounce values greater than 1.0 can cause instability and should be avoided. While cloth is not normally bouncy, you can increase Bend Resistance to create more bouncy collisions, and use Deform Resistance or Rigidity to help the bouncing object keep its shape.
Specifies the amount of friction for the current nCloth object. Friction determines how much an nCloth resists relative motion on collision with itself, nParticle objects, passive objects, and other nCloth objects that share the same Maya Nucleus solver.
The amount of Friction an nCloth should have is determined by its type of fabric or material. For example, an nCloth with a Friction of 0.0 would be fairly smooth (such as silk) and an nCloth with a Friction of 1.0 would be fairly rough (such as burlap). Friction is 0.1 by default.
The affect of Friction is influenced by the nCloth’s Stickiness value.
Stickiness specifies the tendency of the nCloth object to stick to other Nucleus objects when nCloth, nParticle, and passive objects collide.
Stickiness and Friction are similar attributes in that Stickiness is an adhesion force in the normal direction, while Friction is a force acting in the tangent direction. As with Friction, the Stickiness value used in a collision is the sum of the two colliding objects. So, for full sticking, the Friction and Stickiness on the colliding objects should be 1.0. Note that if Stickiness and Friction are both set to 2 on an object, this object will stick to other Nucleus objects that have Stickiness set to 0.
Collide Strength Map Type determines which collide strength map, if any, to use for the nCloth object. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Collide Strength Map attribute). If you have already painted a vertex map and a texture map, use Collide Strength Map Type to select which one to use.
Collide Strength Map specifies the texture map used as a collide strength map. This attribute is only available when the Collide Strength Map Type is set to Texture. You need to create a file texture node to use a texture file.
Thickness Map Type determines which thickness map, if any, to use for the nCloth object. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Thickness Map attribute). If you have already painted a vertex map and a texture map, use Thickness Map Type to select which one to use.
Thickness Map specifies the texture map used as a thickness map. This attribute is only available when the Thickness Map Type is set to Texture. You need to create a file texture node to use a texture file.
Bounce Map Type determines which type of bounce map, if any, to use for the nCloth object. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Bounce Map attribute). If you have already painted a vertex map and a texture map, use Bounce Map Type to select which one to use.
Bounce Map specifies the texture map used as a bounce map. This attribute is only available when the Bounce Map Type is set to Texture. You need to create a file texture node to use a texture file.
Friction Map Type determines which friction map, if any, to use for the nCloth object. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Friction Map attribute). If you have already painted a vertex map and a texture map, use Friction Map Type to select which one to use.
Friction Map specifies the texture map used as a friction map. This attribute is only available when the Friction Map Type is set to Texture. You need to create a file texture node to use a texture file.
Stickiness Map Type determines which stickiness map, if any, to use for the nCloth object. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Friction Map attribute). If you have already painted a vertex map and a texture map, use Stickiness Map Type to select which one to use.
Stickiness Map specifies the texture map used as a stickiness map. This attribute is only available when the Stickiness Map Type is set to Texture. You need to create a file texture node to use a texture file.