Components
Custom Mesh Quality
Regardless of the Mesh Quality set in Zelus Simulation Manager, you can apply different mesh sizes to different patterns(mesh).
Show thickness
The Thickness option determines whether or not to express the thickness of the pattern.
While all patterns have a thickness, turning the thickness option off will show the pattern as a thin sheet of paper as shown in the left figure.
Show Smoothing
Apply smoothing to the mesh to make it look finer and smoother than the mesh used in the simulation.
This option temporarily breaks up the mesh to appear smoother than the mesh quality used in the simulation. This option applies only when simulation stops (e.g. Pause, Reset).
Weft/Warp
This feature gives separate properties to the horizontal and vertical directions of the fabric. When enabled, the weft/warp values can be adjusted separately, and when disabled, the same values are applied to the weft/warp based on Weft.
Weight
This parameter indicates the weight per unit area (m²).
Stretch
This parameter indicates how much the pattern(mesh) will stretch in response to its environment.
The higher the value, the less stretchy it will be, and the lower the value, the more stretchy it will be.
Shear
This parameter describes how much the pattern(mesh) stretches diagonally from the Face (Bias) as it is affected by its environment.
The higher the value, the less stretchy it will be, and the lower the value, the more stretchy it will be.
Bend
This parameter describes how much the pattern(mesh) bends in response to its environment.
Higher values will bend less and maintain a flat shape, while lower values will bend more and create soft wrinkles.
Thickness
Higher values of Thickness make it appear thicker, and lower values make it appear thinner. For natural collision handling, set the Collision Thickness to the same value.
Boundary Type
Collision Thickness
This parameter refers to the thickness of the Pattern in simulation, not its visual thickness.
Higher values of Collision Thickness increase the gap between fabrics or between fabrics and the Avatar. Conversely, lower values decrease the gap between fabrics or between fabrics and the Avatar.
Friction
This parameter indicates the friction of the pattern(mesh).
The Friction you set can be applied to either pattern to pattern or pattern to Avatar.
The higher the Friction value, the less it will slide when it comes into contact with the pattern(mesh) or Avatar.
Elastic
Indicates the shrinkage rate of the pattern(mesh).
The lower the value, the more it will shrink after the simulation.
For example, if you applied 40% Elastic to a 10cm square of fabric, it will shrink to 4cm after simulation. A value of 100% will not shrink.
Damping
Damping reduces rapid changes during simulation.
The higher the value, the more time it takes to reach the simulation result in the pre-simulation state; the smaller the value, the quicker it reaches the simulation results.
When damping is high, it can take longer to apply physical properties. It is recommended to reset damping to 0 after the simulation is completed and run the simulation more to the final physical properties.
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Rigid Damping
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Raising the value helps to keep the pattern(mesh) shape.
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Stretch Damping
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Raising the value can prevent the pattern(mesh) from stretching rapidly.
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Bend Damping
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Raising the value can prevent the pattern(mesh) from bending rapidly.
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Shear Damping
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Raising the value can prevent the pattern(mesh) from shearing rapidly.
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Global Damping
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Raising the value can prevent the pattern(mesh) from stretching or bending rapidly.
Wind Lift
Activating wind or air resistance will apply additional force to the vertical direction of the wind. The vertical direction should be based on the pattern(mesh) exterior (=Normal direction).
Wind Drag
Activating wind or air resistance will apply additional force to the same direction of the wind.
Air Pressure
Air pressure can give a balloon effect by moving the pattern(mesh) forward/backwards. It is normally used for padded jackets.
When the value is a positive number, it expands towards the surface direction of the pattern(mesh) (=Normal direction); when the value is a negative number, it swells behind the direction of the pattern(mesh).
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