The Simulation Parameters
rollout settings let you specify general properties of the simulation
such as gravity, start and end frames, and sewing-spring options.
These settings apply to the simulation on a global scale, that is,
to all objects in the simulation.
Determines how many centimeters
there are per 3ds Max system unit.
Cloth automatically sets
cm/unit to the equivalent of 2.54 centimeters per inch (the default
system unit in 3ds Max). For example, if you set the system unit
to one foot, Cloth automatically sets cm/unit to 30.48 (12x2.54).
Size and scale are important
when doing cloth simulation because a 10-foot curtain behaves much
differently from a one-foot square handkerchief, even if they are
made from the same fabric.
Click this button to
set the Gravity value to that of planet Earth.
When on, the Gravity value
(see following) affects cloth objects in the simulation.
- [Gravity value]
The force of gravity
in cm/sec2. A negative value applies
gravitational force downward. A positive value (i.e., no sign) means gravity
will act to move cloth objects upward. The default value is set
to be the same as Earth's gravity: -980.0 cm/sec2.
The maximum size of the time
step the simulator takes.
This value is measured
in seconds. The value must be less than the length of one frame (less
than 0.033333 for 30 fps animation). A value of 0.02 is generally
the largest value you want to use. Reducing this value causes the simulator
to take longer to calculate, but will in general give better results.
The simulator will automatically reduce its time steps as needed, but
this is the maximum value that it will try. This value works in
conjunction with the Subsample parameter: The actual maximum value=Step
value divided by Subsampl value.
The number of times per frame
that 3ds Max samples the position of solid objects. Default=1.
At the default value,
Cloth samples the solid objects in the simulation once every frame. Increasing
this value should help when objects are moving or rotating quickly,
but be aware that the higher you set the value, the slower the simulation
- Start Frame
The frame at which the simulation
starts. If you change this value after the simulation has been performed,
the cache will be moved to this frame. Default=0.
- End Frame
When on, determines the frame
at which the simulation will stop. Default=100.
- Self Collision
When on, detects cloth-to-cloth
collisions. Leaving this off will speed up the simulator, but will
allow cloth objects to interpenetrate.
The numeric setting specifies
the extent to which Cloth tends to avoid self-colliding cloth objects,
at the cost of simulation time. Range=0 to 10. Default=0.
This is a maximum limit.
If Cloth needs fewer calculations to resolve all collisions, it
will use fewer. In most cases, a value greater than 1 isn't necessary.
- Check Intersections
(Discontinued feature. This
check box has no effect.)
- Solid Collision
When on, the simulator takes
into account cloth-to-solid object collisions. This is almost always
- Use Sewing Springs
When on, uses the sewing
springs created with Garment Maker to pull the fabric together.
This works only with
objects that have been made with
Maker. Turn this option off once the garment
has been pulled together. When off, Cloth will identify vertices
that are sewn together and will always keep them coincident. When
on, there is always a chance for the vertices to come apart if the sewing
springs are not strong enough (actually, there will always be some
slight gap between the vertices in this case).
- Show Sewing Springs
Toggles the visual representation
of the sewing springs in the viewports. These do not render.
- Sim on Render
When on, triggers the simulation
at render time. Use this for generating a simulation with a network computer,
which lets you continue to work on other aspects of your scene with
your own computer. See a procedure
After the render is completed,
Cloth writes a cache for each cloth object. You can specify this
cache file on the
Selected Object Rollout (Cloth) (which
is available only when a single object is selected). If you do not
specify a name, 3ds Max creates one.
The numeric value indicates
the priority of the simulation; the simulations are run in ascending
order. For modifiers with the same priority, the order is undefined.
Each object has its
own cache file, which is temporarily created when the MAX file is opened.
On saving the file, the cache is incorporated into the MAX file.
When Sim On Render is on, the cache file specified is created and written
to, but is not read from as you change the time slider. The cache
file must be
into the internal cache file
can see it.
- Advanced Pinching
When on, Cloth tests
for cloth pinched between two parts of the same collision object.
This option helps with
cloth colliding with small features of the collision objects, such as
fingers. There is a significant performance hit for high-resolution
Lets you visualize the compression/tension
in the fabric by means of vertex coloring. Stretched cloth is indicated
by red, compressed by blue, neutral by green. The numeric setting
lets you change the range of tension/compression illustrated by
a complete traversal from red to blue. The higher this value, the
more gradual the shading. This works only for Garment Maker objects.
Tension on and set
Controls how cloth is
smoothed across a tear that you set up, before the cloth has been
The difference between
these two options is primarily in whether they are compatible with
a Point Cache modifier. See
Point Cache Modifier (Object Space).
- Verts When
chosen, Cloth welds the vertices before tearing occurs. This creates
a smooth mesh; however, its topology changes when the tear occurs,
so when you choose this option you can’t use a Point Cache modifier
with the Cloth animation.
- Normals (The
default.) When chosen, uses face normals to generate smoothing.
The topology of the Cloth object does not change, so when this option
is chosen, you can use a Point Cache modifier with the Cloth animation.