Geo Fastcloth

by Edmund Earle in Modifier Setups


Cloth Simulations are tedious, difficult to control, and taxing. This setup instead uses Geometry Nodes/Simulation Nodes to add dynamics like gravity, drag, wind, and collisions to any skinned or deformed mesh. Results are naturalistic and adjustable in realtime.


Say you have a shirt on a character, you can use standard Armature deformations (or even the simple Surface Deform modifier) to make the shirt move with the character. The problem with this method is the results are unnatural. But by adding the GEO FASTCLOTH Nodegroup you can make the shirt sit on the character naturally and get all those nice secondary motions that make cloth convincing.


Features:

Comprehensive settings in the Modifier stack

Keeps mesh conformed to colliders (even with corrective shapekeys)

Dynamic motion and physics effects.

Sample file with various clothing examples.

Other cloth meshes can be used as colliders (slows calculation)


Limitations:

Not true physics, will not be as accurate as a true cloth sim.

It does not preserve surface area of the mesh, meaning the mesh will stretch rather than fold or drape.

Dynamics do not react to Object Transformations. Mesh needs to be animated by a modifier like Armature, Hook, Surface Deform, etc.

Fast motions and extreme settings can produce intersections/unnatural mesh deformations.

$15

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Details
Dev Fund Contributor
Published 4 months ago
Software Version 4.2, 4.1
License Royalty Free