View Full Version : nCloth bloating and Nucleus scale help, please!

02 February 2011, 06:39 AM
Hello! I was hoping to get some help on using Maya's nCloth and nucleus solver.

I'm making pants which are ~3.1 units in length; my units are at the default cm. I've been reading that to adjust this, the nucleus Space Scale should be 0.01. However, when I set the scale to 0.01, the cloth is unbelievably rubbery and stretchy, even when I up the stretch resistance to 1000. Right now I have the Space Scale set to 50, and my stretch resistance is still 750. I would like to simulate heavy denim, but right now it looks more like medium-weight cotton, even with the Mass set to 50.

Furthermore, as you can see, the cloth is really bloated. I read in documentation online that you can decrease bloating by adjusting the cloth's Self Collide Width Scale, but I adjusted in both directions and it acted terribly, with many interpenetrations. I have Point-To-Surface spring constraints on the waist and weld constraints around the tail area. The cloth poofs out when it sims. I've tried adjusting the collision Thicknesses for the cloth and passive collider (both increasing and decreasing them), but they just increase the number of interpenetrations during the simulation. And by interpenetrations I mean the cloth catching onto parts of the body during the sim (which is just a walk cycle) and also catching itself and tangling.

Here are my settings for the cloth and nucleus solver as well:

Any help is much appreciated! I scoured the web for information before I posted here. I have a hunch that this is all due to the solver Space Scale being wonky, but I tried everything from 0.01 to 1000 and have been banging my head at the wall.


02 February 2011, 12:10 AM
Set your material back to the defaults and try increasing substeps to values between 20-50. Then start playing with the other attributes.

02 February 2011, 12:20 AM
What Aikiman said. Increasing the stretch attribute and others to insane values like 750 doesn't help at all without more substeps. 20 should be fine, substeps is key.

02 February 2011, 09:33 AM
play with constraint setting to avoid poof and start sim before you animation like go to -50 frame or something

02 February 2011, 10:59 PM
Hi everyone! Thank you so much for the help, I really appreciate it! I'm sorry it took me so long to reply.

Thanks to Aikiman and tkdmatt - I adjusted substeps to 30, nucleus space scale back to 0.01, and it behaves pretty nicely now! I think I'm finally understanding the parameters, though I still have a lot to work on.

Thanks moreffect, too. I've been letting the cloth relax for 30 frames or so, and then I ended up lowering the thicknesses of the cloth and collider to help with the poof. I'll play around with the waist constraint; that may help even more.

I also finally understand how to paint input mesh attract properties, which is super nice!

Here is a small playblast of the shorts I've been working on. ( I haven't had much free time lately, so I will apply what I've learned to the pants as soon as I can. The high-res shorts are wrap deformed to the low-res nCloth.

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02 February 2011, 10:59 PM
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