# Panel Cloth

**Panel Cloth** can generate cloth simulation really quickly on selected faces. It was made to create cloth padding mixed with hard surface models but can be used in many different ways beyond its intended design.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FtaU5MBVTLAgQCpyzJ378%2Fblender_opXAmmnbYG.png?alt=media&#x26;token=15f06960-790c-44e1-abf0-8814ac17cc4f" alt=""><figcaption><p>Figure 1</p></figcaption></figure>

This also has worfklows that deals with setting up object collision and pinning vertices. Both are easy to set up and use.

Here are the redo properties and what they do:

### Split Mode

This has three options: **None**, **Seam** and **Angle**. **Seam** will split the mesh on edges that you have marked with uv seams. **Angle** will split the mesh on sharp angled edges based on an angle threshold.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fn53CHkRgikdAe6BvafYm%2Fblender_FTUiHAfIh0.gif?alt=media&#x26;token=7789243a-f913-44eb-abb4-867931a02b2b" alt=""><figcaption><p>Figure 2</p></figcaption></figure>

### Cut Angle

This shows up when **Split Mod**e: **Angle** is used. This determines the angle by which an edge can be split using the **Split Mode** property.

### Cloth Seed

Randomizes cloth properties using a min/max value with a seed number. These properties are **Mass**, **Pressure**, **Shrink** and **Gravity** and when using **Mode**: **Random**.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F1UrUXtgEQpqSmr7I3CXH%2Fblender_ovvmf2kDaA.gif?alt=media&#x26;token=a2eda504-a263-4ae6-9570-aba9b69e235e" alt=""><figcaption><p>Figure 3</p></figcaption></figure>

### Bake Frames

How many frames are used for the cloth simulation.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FoXcvSn9HjF3UMFwG4DvH%2Fblender_WMYoxOplqH.gif?alt=media&#x26;token=f2105578-6e90-483c-b050-65973604f4a5" alt=""><figcaption><p>Figure 4</p></figcaption></figure>

### Mode

This has two options: **Random** and **Uniform**. This affects the properties: **Mass**, **Pressure**, **Shrink** and **Gravity**. **Random** will use a min/max value for these properties with **Uniform** only using a single value.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FuhMBgP4EWFQirtPkV5S9%2Fblender_DcT4CU4PRI.gif?alt=media&#x26;token=076abdf5-13b7-48a5-b83d-e7f283e98c41" alt=""><figcaption><p>Figure 5</p></figcaption></figure>

### Mass

This determines the mass of the cloth. Modify this to increase the effect of gravity.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FbIvwrEmXynCMnSkQ8n7J%2Fblender_GNUskURLMA.gif?alt=media&#x26;token=c71935ee-4a10-439f-8ad1-475323ebeb52" alt=""><figcaption><p>Figure 6</p></figcaption></figure>

### Pressure

Pressure that is applied to the mesh or cloth.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F4xjG42PFAIOTYeYtpVcw%2Fblender_jrBKHLmqnF.gif?alt=media&#x26;token=d67a938a-92bb-4900-a837-eff9e72363da" alt=""><figcaption><p>Figure 7</p></figcaption></figure>

### Shrink

Factor by which to shrink the cloth.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FObokc07pHMZJDaeNfGtg%2Fblender_3QJFeolqBq.gif?alt=media&#x26;token=b7119e12-55d6-429c-9e73-2df2aaa827b8" alt=""><figcaption><p>Figure 8</p></figcaption></figure>

### Gravity

Gravity weight on the mesh or cloth.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FGfJxQIig08ZU7dCIhihz%2Fblender_dkfk2UdtxC.gif?alt=media&#x26;token=d0bcd60d-6b5e-45c9-9b31-44feb45cac41" alt=""><figcaption><p>Figure 9</p></figcaption></figure>

### Margin

Creates a margin on the selected faces' boundary edges. This does not work if the entire mesh is selected.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FPV9lqdFcqOccgkBi5Epg%2Fblender_GeEDFQmdjR.gif?alt=media&#x26;token=b1c24949-4222-41a4-9461-1037cb15bcdc" alt=""><figcaption><p>Figure 10</p></figcaption></figure>

### Subdivision

This has two properties: **Cuts** and **Smooth**. **Cuts** determines the amount of subdivision to increase the resolution of the source mesh. **Smooth** determines the amount of smoothing applied on the subdivided mesh.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2Fc2uRxvnp7r45j8v0m9XF%2Fblender_uBhb8RXitH.gif?alt=media&#x26;token=a46b935a-e2ce-4e4a-a691-389a4c5e0718" alt=""><figcaption><p>Figure 11</p></figcaption></figure>

### Noise

This has two properties: **Fractal** and **Normal**. **Fractal** is the amount of noise applied on the subdivided mesh. **Normal** is how much the noise is directed towards the face normals of the source mesh. These properties are connected to the **Subdivision** property above and will only work if the cut value is above zero.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FeAmGfUvP6wvzJbT49zxK%2Fblender_I1rdBUi9hJ.gif?alt=media&#x26;token=b980b0a7-4354-48e7-89e8-77ca1031157a" alt=""><figcaption><p>Fiture 12</p></figcaption></figure>

### Noise Seed

Randomizes the fractal noise using a seed number.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FrFkBLNsmKdvMpfLLu8CB%2Fblender_fHv4wAP5Fw.gif?alt=media&#x26;token=f4eca72f-7003-41fe-ab4e-1eb97bb60096" alt=""><figcaption><p>Figure 13</p></figcaption></figure>

### Subsurf Level

This is the level of the subsurf modifier added to the resulting cloth sim mesh after the operation.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FSiTAnTWPecf3KfDi000Z%2Fblender_5ik9rlvcpn.gif?alt=media&#x26;token=32cb6cae-156e-44ef-b882-0707dc2f6b9d" alt=""><figcaption><p>Figure 14</p></figcaption></figure>

{% hint style="info" %}
*It has no effect on the amount of faces used by the cloth simulation since the subsurf modifier is added after the script has done all its major operations.*
{% endhint %}

### Material Index

The **Material Index** property lets the resulting cloth sim mesh inherit a material from the active or work mesh.

The default value of -1 means it will use the active material in the work mesh if that material exists.

Using 0 and above means you will be using the 1st material in the material stack when using 0, the 2nd material when using 1 and so forth.

{% hint style="info" %}
*Using a material stack number when that material does not exist will assign no material to the resulting panel cut mesh.*
{% endhint %}

### Use Mirror

Use the mirror modifier of the source mesh or work on a cloth sim based on the applied version of the work mesh.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F9rvaYsGwoiyGVb9aczxT%2Fblender_YxG2lXvwni.gif?alt=media&#x26;token=d0d8b783-ea51-460f-92bf-34da648861d4" alt=""><figcaption><p>Figure  15</p></figcaption></figure>

When turned off, this creates additional overhead for some higher resolution meshes because it will work on a copy of the mesh where the mirror modifier is applied.

### Flip Normals

Reverses the normal of the face selection or the source mesh.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FPDqJTgjVoaMdBRHk4n5l%2Fblender_TuiQ9cCZsl.gif?alt=media&#x26;token=0997860e-992c-45b7-9d6e-2dbf70c8e9b9" alt=""><figcaption><p>Figure 16</p></figcaption></figure>

### Shade Smooth

Shades smooth the face selection or the source mesh.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FYOHk8jb28nsBNQmdC4Ou%2Fblender_gSl42KXtxg.gif?alt=media&#x26;token=bd8ecbba-ab3c-44d4-9376-89dd32c7dfe3" alt=""><figcaption><p>Figure 17</p></figcaption></figure>

### Individual Seed

Uses a seed number to randomize the cloth simulation of separate cloth islands split using the **Split Mode** property or with face selection.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FZPkML7SBdP6wOrPBOBtF%2Fblender_M04mTqKxlY.gif?alt=media&#x26;token=a146ab8a-d3a7-4f59-8a3e-83b57fe5a59e" alt=""><figcaption><p>Figure 18</p></figcaption></figure>

### Remove Faces

Removes the face selection. If all of the faces of the source mesh is selected then that object is removed from the scene.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FwQjtuIl9qa98o71zbJgg%2Fblender_zsVvlFvitR.gif?alt=media&#x26;token=570fbd2c-b53d-4974-b806-152da14941e5" alt=""><figcaption><p>Figure 19</p></figcaption></figure>

### Object Collisions

Enables object collision. This is triggered by multiple selection with the active object being the source mesh where the cloth sim is generated and the rest of the selection used for collision.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FOVlgJowesFachbB9a0QO%2Fblender_A6BiWED97M.gif?alt=media&#x26;token=d4d38771-7775-4b8c-a71f-270ab2fdfd29" alt=""><figcaption><p>Figure 20</p></figcaption></figure>

### Collide To Source

Allows the cloth mesh to collide on the source mesh. This toggle appears only if **Object Collisions** is enabled.

### Self Collision

Allows the cloth mesh to collide with itself. This generates additional overhead so be careful. This toggle appears only if **Object Collision** is enabled.

### Pin

Use pin or vertex group to hold vertices in place.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F40bgQMUtbryHsIheDDpv%2Fblender_RU1NJQf692.gif?alt=media&#x26;token=d6a2cea4-12cb-4561-a28c-f31b6d3a874a" alt=""><figcaption><p>Figure 21</p></figcaption></figure>

### Preserve Corner Pin

Preserves pinning of sharp corner vertices based on an angle threshold.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FlDYbAON52a1MNuFaq3YX%2Fblender_G2BtS5z4N9.gif?alt=media&#x26;token=fe2ab321-b32c-4e8f-b8eb-55759b49e270" alt=""><figcaption><p>Figure 22</p></figcaption></figure>

{% hint style="info" %}
*This only works when using the mark sharp feature of the operator.*
{% endhint %}

### Angle

Maximum angle threshold for vertices to keep pinning.

### Mark Sharp Feature

This feature involves marking edges as sharp using the Ctrl+E hotkey menu in edit mode to open the edge special menu then using the mark sharp operator.

It has two (2) behaviors that's enabled when the edges you have marked are boundary edges or not.

if the edges you have marked as sharp are not boundary edges then the cloth sim is pinched at those edges. This is different from using the **Split Mode: Seams** which cuts the cloth mesh at those edges instead creating another face island or group.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FXHw8LQX0dFsS6LmckZBM%2Fblender_PTyo4kS7CI.gif?alt=media&#x26;token=e16dfc45-00e2-4ead-b6d3-5d15e040587a" alt=""><figcaption><p>Figure 23</p></figcaption></figure>

When the marked edges are boundary or nonmanifold edges, the cloth mesh is unpinned from the vertices in  those edges.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FujxClh7XSU5hdt6cZfNF%2Fblender_eHqtdK7749.gif?alt=media&#x26;token=81b741b6-b3fd-4e39-b0ee-5cdd99a45762" alt=""><figcaption><p>Figure 24</p></figcaption></figure>

{% hint style="info" %}
*Pinning will be preserved on vertices that meets the **Preserve Corner Pin's Angle** threshold.*&#x20;
{% endhint %}

This feature will allow you to create hanging cloth effects like capes or flags. Turn off **Preserve Corner Pin** to unpin the cloth mesh from sharp angled vertices.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2F7m7oUSNKZds7vfQT2Qcw%2Fblender_igN6FbiBvd.gif?alt=media&#x26;token=8b4cab9c-6511-4bf3-b9cc-f60709460a84" alt=""><figcaption><p>Figure 25</p></figcaption></figure>

Experiment with the topology and what edges you mark to get the most of this feature.

<figure><img src="https://1533334696-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4r0AELTCYZZ7h3JlR2Hg%2Fuploads%2FMNUSJkdczcnQX3XNt4vM%2Fblender_0VFocEoDvY.gif?alt=media&#x26;token=2011f2ec-d2d4-4352-bf12-dbd5724b7f25" alt=""><figcaption><p>Figure 26</p></figcaption></figure>


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