Chapter 6 · Troubleshooting

6.1Known Limits and What Helps

Collision

LimitWhat helps
Volume collision on small characters and thin partsVolume Only and Volume + Proxy resolve the collider on a voxel grid. On a small character, or on thin parts such as fingers, straps and belt edges, the grid is coarse compared with the detail, and the cloth rests on a blurred version of the shape. Use Surface (True Geometry), the default. If you need a volume system for speed, lower the row's Voxel from automatic until the grid is fine enough for the smallest feature that matters.
Proxy decimationA Proxy value decimates the collider: detail is traded for speed, and a decimated hand loses its fingers. Keep Proxy at 0 on hero colliders; decimate only background colliders. In Surface (True Geometry) the value is greyed: that mode always collides with the true mesh.
Open and single-sided collidersTick Two-sided mesh or Open mesh on the row, then use the two levers that work: more Thickness on the row and more Substeps on the Solver.
Fast body motion (cloth passing through)The same two levers: the row's Thickness and the Solver's Substeps. Iterations do not help, because they do not evaluate collision again.
A low-polygon collider prints its facets into the clothRaise Mesh contact smoothing on the Solver or Mesh Smooth on the row before adding polygons to the collider.
Cloth that starts inside a bodySurface (True Geometry) does not include the deep-penetration recovery of the volume systems. Model the garment clear of the body at the first frame.
Colliders must be meshesAn object that cannot be converted to a mesh is not added. Convert splines and surfaces to a mesh first.

Self collision and layers

LimitWhat helps
Cloth cutting through itself in hard foldsSelf collision prevents; it does not prove. In this order: make sure Edge-edge is on; use Exclusion Mesh ring, so hems and creases folding onto the cloth beside them are seen; raise Query diameter so contacts are found earlier; raise Relaxation passes. If it still shows, set Mode to Advanced and raise Collision substeps (4, then 8): fast folds and twists are where it helps most.
The two sides of a thin garment pass through each otherUse Exclusion Mesh ring. Under it, where a garment is thinner at rest than about twice the thickness, its two layers are held at a share of their gap at rest; under Rest distance they ignore each other. Layers modelled lying on each other (closer than a tenth of that distance) are not held: leave a small gap between them in the model.
Heavy crush of many layersWhen a whole outfit is compressed (a character sitting, a fall), every layer touches every other. Raise Relaxation passes and turn on Layer ordering so the inner layers hold and the outer ones give way.
Layer ordering does nothingThe check box is off, or every garment is on the same layer. Give the inner garment a lower layer number in the garment list, and raise hold strength if the order does not hold.
The garment looks inflatedSelf Collision Thickness or Query diameter is too large. Thickness is a radius: layers settle about twice that distance apart.
Self friction holds less than expected in a fast crushGrip never exceeds what the contact is pressed with. That is correct; raise hold strength if layers must stay put.

Seams and pins

LimitWhat helps
A stitch target on another SolverStitches work only inside one Solver group. Instance one Solver across both garments, or use a Pin to follow a garment that has its own Solver.
A seam opens between stitch pointsSparse paint. Paint more of the seam line; the solver holds exactly the points you painted.
Stitch lines are not visibleThey are drawn only while the Stitch panel is open, and only after the simulation has been built.
A pin or stitch channel is on another objectThe painted channel must be on the same stack as the modifier that reads it.
Jitter near a pinned region, worst in slow motionPinned points inside a collider are held by the pin and pushed out by the collision on every step. Move the pinned points clear of the surface at the first frame, or paint them lighter so they form a soft pin.
Stitch set-up time on dense garmentsStitches are paired when the simulation is built, by searching every painted point against the target garment. Paint the seam, not the whole garment, and tune before you raise the density.
A Preserve on frames 3ds Max never showedAfter a jump ahead on the timeline, a Tnpix Preserve has no animation for the frames in between and blends it from the nearest frames it was shown; its status line names those frames. Play from the first frame (Real Time off), or record a Tnpix Cache, and every frame is exact.
Cloth passes through the edge of a preserved regionSelf collision leaves out every triangle and edge touching a point painted 1 on a Tnpix Preserve. Keep the region's hard edge where no other cloth has to rest on it, or give it a soft edge (paint below 1), whose points still collide.
A pinned point moves under a painted Soft Body or VolumeA Tnpix Soft Body or a Tnpix Volume with a Channel above a Tnpix Pin or a Tnpix Preserve lets go of the points it paints. Put the Pin above it, or paint its region off the points that must hold.
A garment of a shared Solver is a little stiffer than aloneA Tnpix Solver gives its cloth one unit of mass over all its points, so each of two equal garments in one Solver group weighs half of what it weighs on a Solver of its own, and its fabric acts slightly stiffer (a free fall is the same). Pins and a Preserve follow their Weight on either. Simulate a garment on a Solver of its own when it must match its solo result exactly.

Materials

LimitWhat helps
Not every material value acts per regionSee Which values act per region under Tnpix Material Standard. Relative Damp and the damping ratios act on the whole garment.
Two Advanced materials without a channel on one garmentOnly the one created last acts. Bind the other to a channel, or remove it.
Fabric Curve makes no visible differenceThe fabric's soft range is still too stiff to give. Its stiffness is the Stretch Stiffness divided by Lock stiffness, so raise Lock stiffness (500 or more on the stock fabric) or lower the Stretch Stiffness. A fabric that never stretches to its lock point shows only the soft range.
The × Multiplier does not switch to a higher numberStretch Stiffness times Multiplier would pass 1e+10, so the change is refused and the box keeps its value; the line under the Stretch rows gives the product. Lower the Stiffness first, then pick the higher Multiplier.
Two garments on one Solver share one fabricTheir channels share a name, or their Standard materials have no channel, so the Solver group runs on one set of whole-garment values. Bind each garment's material to its own channel, painted over that garment, each with its own name; an Advanced material without a channel covers only its own garment.

Scene and set-up

LimitWhat helps
Violent first framesA garment that starts intersecting a collider, or far from its rest shape, is thrown on the first frames. Model it clear of the body and let Substeps calm the start.
Very dense meshesTime grows with the vertex count, the substeps and the iterations; video memory grows with the vertex count and the number of garments. Simulate at the density the shot needs and add render detail above the Solver.
The Tear threshold changes with SubstepsThe threshold is compared with a force that depends on Substeps and Iterations. The Tear status line names the pair it was typed at; set it again at the new pair.
Labels that name inchesThey describe an inch scene. Values follow the scene's system unit; see Units and Scale in Chapter 2.

Threads

LimitWhat helps
Threads do not collide with each otherEach thread collides with its own cloth, the colliders and the other objects of its Solver, never with another thread. Clump bunches them into strands where that matters.
A cloth that plays from a Tnpix Cache file grows no threadsThe threads read the Solver's frames. Make the threads object, add a Tnpix Cache to it and save it while the cloth still simulates.
Millions of threadsDense spacing on a long tear makes millions of tubes. Keep Viewport % low while you work (the render makes all of them), and let Thread cap thin every crack alike.
A modifier between the Solver and the ThreadsThe threads read the cloth from the Solver, so a modifier in between that moves points does not move them. Put Tnpix Threads directly above the Solver.

Soft bodies (experimental)

LimitWhat helps
An open mesh gets no fleshA soft body needs a closed mesh: every edge shared by two faces. Close the holes (a cylinder's caps on); the status line says why there is no flesh, and the object simulates as cloth.
A Solver with a soft body is slowerA Solver that holds a closed soft body runs twice its Substeps (a soft body whose own object carries an enabled Tear does not count), so a muscle squeezed hard does not jump from one folded shape to another. Lower the Resolution for coarser, faster flesh.
A soft area painted over a Pin does not moveThe Soft Body is below the Pin or the Preserve, or has no Channel. Put a Soft Body with a Channel above them: its painted points are let go. With Keep volume on, a small area on a body that is otherwise held still moves little; let go a larger area, or turn Keep volume off.
A soft body that tears has no fleshA Tnpix Soft Body does not tear: a soft body whose own mesh its Tear splits simulates as cloth, and its status line says so. A Tear on another garment of the Solver group leaves its flesh alone.
A soft body squeezed against itself jumpsWith Self Collision on, a soft body pressed hard onto itself can jump and leave a few tetrahedra inside out.
A soft body sinks through a cloth it lies onA soft body that only lies on a pinned cloth can sink through it. Sew it to the cloth with a Tnpix Stitch.
A sliding layer buzzesA layer that slides at Friction 0 can buzz. Keep a little Friction on the Stitch (0.3 is its default).
The muscle does not bulgeFibres is off; or Activation is 0 with Auto tension off; or only one of Start and End is picked, and the status line says so. Pick both, or neither for a line along the object's own length.