The Gritty Reality of Real-Time Cloth and Rigid-Body Character Physics
summary
Chaos Cloth is a new position‑based system with practical differences: Anim Drive normalized 0–1 for intuitive stiffness control, unlimited per‑cloth collisions (NvCloth capped at 32), and geodesic tethers to reduce artifacts. Subdivision count costs ~50% more than increasing solver iterations, MaxIteration triggers only below 60 FPS, and Blueprint Cloth nodes + face‑based wind and fields enable per‑cloth control. RBANs use inertia tuning (typical inertia scale ~1.1–1.2) and the experimental Physics Control Component and ChaosCacheManager recording add procedural steering and reliable cloth caching for cinematics.
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chapters (16)
- 0:00Intro
- 0:52Overview
- 2:47Chaos Character Simulation
- 3:30Topics
- 4:23Chaos Cloth vs NvCloth
- 11:09Chaos Cloth Updates
- 19:13Chaos Cloth Key Concepts
- 28:37Chaos Cloth Debugging
- 31:29Chaos Rigid Bodies (RBANs)
- 32:14Chaos Rigid Body Improvements
- 39:03Chaos Cloth Art-Directing
- 48:04Chaos Cloth, RBAN and Physics
- 48:19Chaos Physics 5.1 Updates
- 51:58Chaos Cloth 5.1 Updates
- 53:12Chaos Cloth and RBAN Future
- 54:40Chaos Cloth/RBAN Docs/Tutorials
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