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586 Chapter 8: Modifiers
objects. This enables you to set different friction
values for each collision object.
Keep Shape—When on, preserves the shape of the
mesh. In normal operation, when Cloth creates a
simulation, it tries to "flatten out" the cloth.
The numeric Keep Shape value modulates the
target bend angles to a value between 0.0 a nd
the angles defined by the
target state
.Anegative
value inverts the angles. Range=-100.0 to 100.0.
Default=100.0.
Layer—Indicates the correct "order" of cloth
pieces that might come in contac t with each other.
Range=-100 to 100. Default=1.
If your garments and/or panels are all correctly
orientated to begin w ith, then cloth-to-cloth
collision detection should keep items from
interpenetrating. However, the initial state of a
garment/panel mig ht have some inte rpenetration
that cannot b e resolved. For example, suppose you
make a jacket with Garment Maker where the front
rightpanelissupposedtositontopofthefront
left panel. When you sew together the garment
(generally with self-collision off), the front panels
will interpenetrate, so to make sure that the right
panelsitsoutsidetheleftpanel,youmighthave
to use constraints or Live Drag . Using the Layers
option on the panels can help here.
Here is the logic of layers: When t wo pieces of
cloth (A and B) are in collision-detection range,
their layers (layerA and layerB) are compared and
the following rules are applied:
• If either layerA or LayerB is 0, then Cloth uses
the regular cloth-to-cloth collision method.
• If layerA=layerB, then Cloth uses the regular
cloth-to-cloth collision method.
• If abs(layerA) > abs(layerB) then piece A is
pushedtotheappropriatesideofpieceB.
Which side? If layerB > 0 , then to the side
indicated by the face normals. If layerB<0 then
totheoppositeside.
The sign of the Layer value ind icates what the
"outside" of that piece of cloth is. A positive sign
means "T he side that the normals face is t he
outside".
Collision Properties group
Collision Object—Sets the object or objects
highlighted in the left-hand column to be collision
objects. Cloth objects bounce off or wrap around
collision objects.
Depth—Collision depth for the collision object.
If a portion of cloth reaches this depth inside a
collision object, then the simulation will no longer
trytopushtheclothoutofthemesh.Thisvalueis
measured in 3ds Max units.
Offset—The distance maintained between the
cloth object and the collision object. A very low
valuecancausethecollisionmeshtoprotrudeout
from under the cloth. A very high value will look
like the fabric is floating on top of the collision
object. This value is measured in 3ds Max units.
Dyn. Fric.—Dy namic friction between the cloth
and this particular solid object. A larger value will
addmorefrictionandcausethefabrictoslide
across an object less. A lower value will allow the
fabric to slip of an object very easily, similarly to
how silk would react. This value is only used for
interaction with cloth object s that have Use Solid
Friction enabled, otherwise the friction value is
takenfromtheclothsownproperties.
Static Fric. —Static frict ion between the cloth and
solid objects. When the cloth is in stationary
position, this v alue wil l control its ability stay
where it is, or slip away. This value is only used for