I have a metahuman outfit that I’ve converted to a cloth asset. I’ve followed a tutorial (https://www.youtube.com/watch?v=y1NgImA4w60) to convert it to a cloth component and give it movement. I’m happy with the result and weight, but the mesh for the bottom of the jacket thin and double sided. This results in the back plane clipping through the front plane. Is there something I can do to resolve this in the chaos cloth sim rather than going through the process of removing the interior of the jacket so that it’s a single plane for simulation?
Thanks
this is the classic thin-shell self-intersection: with a two-sided plane the solver sees both layers as the same surface with no thickness, so front and back pass through each other.
in the Chaos cloth config, enable self collision and give it a meaningful radius: Collision section, Self Collision on, and raise Self Collision Radius until the front and back layers keep separation. start around 1-2 cm scaled to your character and tune from there. note self collision costs simulation time, so expect a heavier sim than external collision alone.
if the jacket stays clipped anyway or the cost is too high, the more robust route is the one you wanted to avoid, and it is less painful than it sounds: simulate a single-sided shell and keep the two-sided mesh for rendering only. the standard trick is to make the sim mesh single plane with proper collision volumes (capsules on the body, plus a collision sphere/cone for the chest so the cloth cannot collapse into the torso), then the render mesh can be whatever you want visually since it just follows the sim mesh.
last thing worth checking: enough constraints. raising the long range attachment/stiffness and iteration count keeps layered fabric separated better than collision settings alone.