Hi,
does Chaos (Cloth and Hair) require models to be in real-world scale to be simulated correctly?
Our Maya DCC pipeline uses 1/10 scale, so our chars in Maya are 18 cm tall.
The question is, can we pass these 18cm tall chars into UE and simulate chaos cloth/hair on them as is? I’m hoping there is a ‘solver scale’ feature that allows us to have smaller meshes, but get correct physics.
Please advise of the best workflow here.
Hi Matthias,
Generally _uniform_ scaling will work fine (ie scaling by the same non negative number in each axis) . We have issues if you mirror (ie pass a -1 scale in), but that aside nothing I am aware of specifically with scaling.
Best
Geoff Stacey
Developer Relations
EPIC Games
[mention removed] I’m not talking about scaling (as in non identity transforms) but the size of meshes.
Generally solvers are developed to work for real-world sizes. In Ue’s that would be a char is 180 units tall at the default ‘cm’ unit.
The question is, how do we adjust Chaos cloth and hair if our chars are 18cm tall?
In other solvers I’ve seen features like “Solver Scale” attribute on the solver, which internally scales force to achieve a realistic look, even when model size is not not correct. Sometimes such an attribute is accompanied by “Time Scale” attribute also, to help simulate correctly when the incoming motion is SLOWMO.
Both solver features are important. I’m new to Chaos cloth and just wondering if this exists or is on a road map. Currently our VFX pipelines uses models at 1/10 realistic scale, so I’d like to be able to configure Chaos Cloth correctly, to work with this.
Normally the effect of smaller models is, clothes look too light/floaty. So we could compensate by adding more mass. But generally, it IS something I think should be exposed as single attribute on the solver like “solver scale”.
Does all this make sense?
Hi Mattias,
I’ve reached out to the dev side, and it is called ClothGeometryScale in chaos cloth!
Best
Geoff