Panel Cloth
Last updated
Last updated
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.
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:
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.
This shows up when Split Mode: Angle is used. This determines the angle by which an edge can be split using the Split Mode property.
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.
How many frames are used for the cloth simulation.
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.
This determines the mass of the cloth. Modify this to increase the effect of gravity.
Pressure that is applied to the mesh or cloth.
Factor by which to shrink the cloth.
Gravity weight on the mesh or cloth.
Creates a margin on the selected faces' boundary edges. This does not work if the entire mesh is selected.
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.
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.
Randomizes the fractal noise using a seed number.
This is the level of the subsurf modifier added to the resulting cloth sim mesh after the operation.
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.
Use the mirror modifier of the source mesh or work on a cloth sim based on the applied version of the work mesh.
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.
Reverses the normal of the face selection or the source mesh.
Shades smooth the face selection or the source mesh.
Uses a seed number to randomize the cloth simulation of separate cloth islands split using the Split Mode property or with face selection.
Removes the face selection. If all of the faces of the source mesh is selected then that object is removed from the scene.
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.
Allows the cloth mesh to collide on the source mesh. This toggle appears only if Object Collisions is enabled.
Allows the cloth mesh to collide with itself. This generates additional overhead so be careful. This toggle appears only if Object Collision is enabled.
Use pin or vertex group to hold vertices in place.
Preserves pinning of sharp corner vertices based on an angle threshold.
Maximum angle threshold for vertices to keep pinning.
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.
When the marked edges are boundary or nonmanifold edges, the cloth mesh is unpinned from the vertices in those edges.
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.
Experiment with the topology and what edges you mark to get the most of this feature.