8
552 Chapter 8: Modifiers
external applications and use these as your pattern
panels.
What’ s New in Cloth
If you participate in the 3ds Max subscription
program, you’re already familiar with most of the
Cloth functionality. Following is a brief list of
changes in Cloth since the subscription release:
• The Cloth modifier > Material Params rollout
has been renamed Selected Object.
•Thenew
Bend map (page 1–567)
feature allows
the use of texture maps to deform the cloth
(e.g., to add wrinkles). Also related to bending
is the new
Plasticity property
.
•
Advanced pinching
is a n ew option that handles
cloth pinched between two parts of the same
collision object.
•Thenew
Layer
property helps Cloth determine
which pieces of cloth should be inside or
outside others.
•Youcannowset
Depth
and
Offset
values
for each cloth object individually via
Object
Properties (page 1–581)
.
•
Keep Shape
has a new numeric para meter that
modulates target bend angles. Also, you can
now
grab a target state
for use with Keep Shape
and
reset the target state
.
• Cloth-to-cloth collision is now more accurate.
The
Self Collision
numeric value now specifies
the extent to which Cloth tends to avoid
self-colliding cloth objects, at the cost of
simulation time.
• You can now use Backburner to send a Cloth
simulation to a networked computer for
calculation, leaving your machine free for
working on the scene. See
Sim on Render
and
caching (page 1–565)
.
•
Two ne w Group opt i ons
let you highlight
groups of cloth vertices set to collide with solid
objects or with cloth. Also, two new Group
constraints,
Sticky Surf
and
Sticky Cloth
,
enable sticking to a solid or cloth surface after a
collision has occurred.
• The Faces sub-object level of the Cloth modifier
has a new Ignore Backfacing option.
• Garment Maker lets you mark cloth panel
positions directly on your character model. See
Figure g roup (page 1–594)
.
See also
Cloth Overview (page 1–552)
Cl ot h Ove rvi e w
Clothisanadvancedcloth-simulationengine
that lets you create realistic garments for your
characters and other creations. Cloth is designed
to work in concert with the modeling tools in
3ds Max and can tur n just about any 3D object
into clothing; it also allows you to build garments
from scratch.
Before you b egin working with Cloth, we
recommend that you read this overview.
It provides background information on
cloth-simulation technology, so you can begin to
grasp exactly the way Cloth works. It will give you
a better overall understanding of how to set up
Clothscenes,thewaytheclothbehaves,andthe
array of advanced controls you will have at your
disposal .
As an artist and creator, you can use this
knowledge to tailor (no pun intended) how Cloth
will affect and interact with your scenes, and how
you can best take advantage of this software.
Cloth-Si mula tion Tech nology
Cloth simulation is the process of replicating the
movement and deformation of a piece of fabric or
clothing to mimic how cloth would react in the real
world. To make cloth simulation work, first you