Cloth Simulation UE5.5 - how to prevent cloth from intersecting itself?

Just trying to do a simple Cloth Sim where it falls to the ground.
When it does so, you can clearly see the material is intersecting with itself.
The original mesh has a collision shape assigned and setup as “Simple Collision as Complex”

I’ve enabled “Self Collision” in the SKEditor and played around with numerous Collision Thickness values and nothing is working. I’ve looked at the Content Samples example on this topic and I’m not seeing anything different.
Any suggestions?

It’s probably chaos being broken.

Try a different engine version first. Or, just build from source and switch to physX …

Thanks - I’m starting to believe it’s just Chaos being broken too.
I just finished a test where I set the Simulation Iteration and Subdivision values to 10.
My PC almost had a heart attack - the sim looked better, but there were still intersections in the cloth.

Cloth sims are expensive to begin with - thats why Nvidia put out papers definining how it should be done to be usable…
Not sure if Chaos people even bothered reading them - or maybe the just copied the whole concept as it was - but chaos perfoms so kuch worse than Physx that I sopped even testing it… interpret that however you will.

Greatly appreciate the feedback. This is an area of UE that I never played with before and recently decided to learn more about it. I’ve spend hours tweaking various settings and comparing mine to Content Samples, etc. and getting nowhere. I had the impression Chaos Cloth was fairly “mature” when I started out, but seems like it still has quite a ways to go yet.

Again, thank you SO MUCH for your input - it’s rare I get ANY response on this forum to my posts.

1 Like

Chaos - like everything they added to the engine since - is flawed by design.

They wanted to shove nvidia out the door thinking they could do better - maybe because nvidia wanted money? Who knows.
So far the proved that not only they can’t do any better, they are only capable of doing the absolute worse in the industry…

It’s a system thats supposed to rivlal PhysX and Havok, but it has at least 60% more cost than both systems for the same computations.

Thats - same engine, same scene, different phys engine behind it and nothing else.

As far as specidically cloth goes - the guy managing it was apparently in charge of getting it to work with world collision a while back (3 years plus?) - and it seemingly did, which would have been a nice addition since nvcloth can’t.
Wouldn’t be surprised if he got fired for being competent… afterall, he did get it to work! :laughing:

Regadless. They jump off and change people far too often it seems, have 0 communicatipns with us - the public, announce and do sh*t no one wants (nanite?), and generally strive to make the engine worse than it was with every update.
Before stuff stabilizes with anything they do, it takes about 10 years and a complete rewrite by a competent team.
They proved this between ue3 and 4 as well…
Then they burcherd it again with adding trash to 4 breaking it repeatedly etc.
Only, this time around it seems that instead of doing the complete rewrite with the competent team they got the fantastic brothers to work at the engine :laughing:
Its like the Temu version of a game engine at this point…

Back to the cloth topic.
You can find the last time stuff worked for me here, when being fed up with their BS i made an iterface after reading the nvidia papers on how cloth works.

Around the 55m mark is where the cloth is built and starts getting painted.

Doesnt help you with chaos, doesn’t help the self penetration issue either. But if you swap back to physX it could help you in setting up characters and what not.

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.