Self Collision and Mutual Collision
Set self-collisions and mutual collisions.
Self-collision is the ability for cloth to collide with itself.
By using this function, even if the cloth itself overlaps, it will not penetrate.
Mutual Collision is the ability for a cloth to collide with another cloth.
By using this function, it is possible to make separately set cloths collide with each other.
See Self Collision for configuration details.
Sets the mode of self-collision.
Sets the mode of mutual collision.
|Sync Partner||Set the mutual collision opponent.
Only one can be set.
Self-collision and self-collision thickness.
Also note that the thickness is the thickness of both primitives added together.
Weight of the cloth itself.
In mutual collisions, this weight ratio determines which cloth moves more.
Precautions for use
The self-collision feature is currently in beta.
So it is quite possible that the functionality will change in the future.
Self-collision is a very expensive process.
Therefore, it is recommended to use it on a desktop PC or a high-end console machine.
This cost is exactly proportional to the number of vertices in the proxy mesh.
Therefore, if you use it on a mobile device, please reduce the number of vertices of the proxy mesh as much as possible.
Current self-collision is not very accurate.
Therefore, if you move at high speed, the cloth may get tangled.
However, there is also a built-in mechanism to detect and untangle the entanglement inside.
Currently, it has been confirmed that self-collision is prone to vibration.
This is largely due to the structure of the proxy mesh.
Therefore, it may be difficult to use depending on the shape of the mesh.