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This is the number of substeps that the solver executes per frame. In general, the higher the value is chosen, the better the quality and the accuracy of the simulation will be. However, the solve time per frame may increase. When you're having trouble with a simulation’s quality or stability, the first thing to try is increasing Substeps.
The following examples include this node.
This example shows how a piece of cloth that is pinned on four corners. These corners are constrained to the animated geometry.
This cloth example demonstrates how the stiffness of your cloth object can be defined by using the strong or weak bend parameters.
This cloth example demonstrates the use of the Damping parameter to control how quickly a cloth object will come to its rest position.
This cloth example shows you how to simulate a ball bouncing on a blanket pinned at all four corners.
This example shows a piece of cloth attached to a dynamics point on a rigid object.
This cloth example demonstrates the Friction parameter on the Physical properties of a cloth object.
This example shows how adding Normal and Tanget Drag to a cloth object can influence its behaviour.
This example shows a pieces of cloth with different properties colliding with spheres. By adjusting the stiffness, bend, and surfacemassdensity values, we can give the cloth a variety of different behaviours.
This example demonstraits a paneling workflow to create a open-ended rectangular prism which keeps its shape.