Simulation
Generates and simulates clothing meshes on the actor model. Cloth simulation creates realistic clothing and fabric effects by simulating the movements of particles and constraints between them.
The key characteristics of the system are:
- Unconditionally stable: the simulation will always recover to a stable state no matter how extreme the conditions are.
- Multi-threaded execution: runs parallel in real-time on a separate thread alongside the animation system to utilize multi-core CPUs.
- Custom curved colliders: matches the curved body parts almost perfectly.
Supports two independent cloth layers with configurable topology, anchoring, materials, and fluid particle effects.
Performance Guide
The simulation prefers higher and stable frame rates. Our recommendation is to choose a suitable fixed frame rate in your ‘Display & UI’ settings, and select a comparable framerate in the ‘Compute’ settings for cloth simulation. The default settings set the simulation frame rate at fixed 90. If your system runs at 60 or 30, it should still work fine except for a slight slow-motion effect. You can increase the number of sub-steps to compensate for this.
Collider Adjustments
The cloth simulation system uses its own collider models and does not interact with standard physics components. The default settings are tuned on a XPS model and should work on most DOA models. For PMX, the body proportions vary a lot, so you may need to fine-tune the colliders to fit the model. First turn on visualization so you can see the colliders, then go to each of the sections to adjust the shape and sizes for body parts.
You can imagine the collider as 2 spheres on both ends with adjustable smooth curve that connect the spheres. You can adjust:
- The positions of the 2 spheres.
- The radius of the spheres separately.
- The value of the curve in-between (positive is convex and negative is concave).
Cloth Layers
Cloth 1 and Cloth 2 each define a separate garment with its own mesh topology, anchor points, and material. Use Rebuild Mesh to regenerate the geometry after changing shape parameters. Presets include skirts, tops, and string configurations.
Materials
Each cloth layer has a Material panel for surface shading, texture selection, and detail mapping. Supports transparent rendering and audio-reactive visualization modes.
Fluid Simulation
An experimental particle shower system that spawns fluid droplets with configurable spawn position, auto-aim, cohesion, and viscosity. See the Fluid sub-panel for detailed particle behavior settings.
Collision
Geometry Colliders creates SDF body shapes for cloth to collide against. Mesh Collider generates tetrahedral colliders from the actor’s skinned mesh for more accurate collision with arbitrary geometry.
Sub-Components
Cloth 1
Configures a procedurally generated cloth mesh. Topology selects the particle grid layout — Adaptive Hexagon, Adaptive Rectangle, Horizontal/Vertical Layout, or String variants. Inner Radius sets the waist opening size. Slope controls flare angle (0 = tube, 90 = flat disc). Arc shapes the profile — positive for balloon, negative for bell shape. Length sets garment length.
For horizontal layouts, Arm Holes and Arm Hole Height carve openings. For vertical layouts, Back Length and Side Length scale the mesh independently, and Split Interval creates gaps in the mesh. Horizontal and Vertical Resolution set particle spacing. Distance Compliance controls stretchiness. Damping reduces oscillation. UV Mapping selects texture projection mode. Particle Radius sets collision size.
Anchor
Configures how the cloth mesh attaches to the actor’s skeleton. Top Anchor and Bottom Anchor define the upper and lower attachment points using bone-relative positions and rotations. The cloth spans between these two anchor rings, with attraction strength controlling how tightly particles follow the anchor bones during simulation.
Particle Properties
Holds particle size, mass, damping, gravity, friction, and collision layers for the XPBD physics system used in PMX physics mode.
C1 Material
Configures the surface appearance of a cloth mesh. Supports solid color textures, detail maps, and transparent rendering. Audio Visualization mode replaces surface settings with reactive frequency/beat patterns that animate the material properties in real-time.
Surface controls roughness and metalness. Texture selects from ground pattern presets or solid color. Detail Map adds secondary surface noise. Transparent enables alpha blending for see-through garments.
Audio Visualization
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Background Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Foreground Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Cloth 2
Configures a procedurally generated cloth mesh. Topology selects the particle grid layout — Adaptive Hexagon, Adaptive Rectangle, Horizontal/Vertical Layout, or String variants. Inner Radius sets the waist opening size. Slope controls flare angle (0 = tube, 90 = flat disc). Arc shapes the profile — positive for balloon, negative for bell shape. Length sets garment length.
For horizontal layouts, Arm Holes and Arm Hole Height carve openings. For vertical layouts, Back Length and Side Length scale the mesh independently, and Split Interval creates gaps in the mesh. Horizontal and Vertical Resolution set particle spacing. Distance Compliance controls stretchiness. Damping reduces oscillation. UV Mapping selects texture projection mode. Particle Radius sets collision size.
Anchor
Configures how the cloth mesh attaches to the actor’s skeleton. Top Anchor and Bottom Anchor define the upper and lower attachment points using bone-relative positions and rotations. The cloth spans between these two anchor rings, with attraction strength controlling how tightly particles follow the anchor bones during simulation.
Particle Properties
Holds particle size, mass, damping, gravity, friction, and collision layers for the XPBD physics system used in PMX physics mode.
C2 Material
Configures the surface appearance of a cloth mesh. Supports solid color textures, detail maps, and transparent rendering. Audio Visualization mode replaces surface settings with reactive frequency/beat patterns that animate the material properties in real-time.
Surface controls roughness and metalness. Texture selects from ground pattern presets or solid color. Detail Map adds secondary surface noise. Transparent enables alpha blending for see-through garments.
Audio Visualization
Holds the ring visualization layout, colors, textures, and audio-reactive settings.
Ring Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Background Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Foreground Color
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.
Fluid
An experimental particle-based fluid simulation system. Spawns up to 1000 particles with configurable physics including cohesion, viscosity, gravity, and surface interaction. Particles can render as points or as scaled droplets with PBR material properties.
Spawn
Controls particle generation — fixed position, hand/mouse aiming, or auto-tracking. Configure rate, speed, spread, and lifetime.
Fluid
Defines particle interaction physics: cohesion strength, viscosity, stickiness, and target spacing. Presets include water, viscous fluid, and sand-like granular behavior.
Render
Toggles point cloud vs droplet mesh rendering. Droplet size can scale with local fluid density. Material properties include color, metallic, smoothness, glow, and transparency.
Spawn
Configures where and how fluid particles are generated. Supports three spawn modes: fixed position relative to the actor, VR/mouse hand control, and auto-aim tracking.
Position and Rotation set the fixed spawn point. Spawn Radius and Spread control particle dispersion. Spawn Rate sets particles per second. Speed controls initial velocity. Max TTL is the particle lifetime before respawn. TTL on Floor is how long puddles persist. Smoothing damps the auto-aim target tracking.
Fluid
Defines particle interaction physics.
Particle Size is the rest distance between neighbouring particles in mm — the fundamental size knob. It drives the rest density target, the body-collision radius, and (via Kernel Ratio) the SPH kernel reach. Kernel Ratio is the SPH kernel radius as a multiple of Particle Size. The standard PBF value is 2.0 — raise it for a smoother / slower fluid, lower it for a sharper / less stable one.
Cohesion pulls particles together into streams. Viscosity resists flow for thicker fluids. Target Density scales how dense the fluid wants to be at rest. Lower (< 1) = more compressible / weaker push-apart on spawn. Higher (> 1) = stiffer fluid. Pressure Softness regularizes the per-particle pressure correction — higher values dampen the violent push-apart that happens when newly-spawned particles overlap. The right knob to turn first if particles bounce away from each other on spawn.
Presets: Water (light, cohesive), Viscous (thick, sticky), Sand (no cohesion, granular).
Ray March Surface
Raymarched fluid surface — a smooth metaball isosurface lit and refracted through the camera’s opaque scene. Requires the Fluid Raymarch Custom Pass Volume to be present in the scene (injection point: Before Transparent).
Render Surface enables the pass at runtime. Color is the bulk fluid tint; alpha controls how much it mixes with the refracted scene behind it (alpha=0 → clear, alpha=1 → opaque tint). Specular Power / Strength size and brightness of the highlight. Fresnel Power how strongly the rim brightens / opaques at glancing angles (lower = wider rim). Refraction screen-space displacement of the scene behind the fluid.
Geometry Collider
Defines SDF (signed distance field) body capsule shapes that cloth and physics systems collide against. Each body part (head, neck, chest, ribs, waist, belly, butts, arms, legs, etc.) is a configurable capsule with position, radius, and curve parameters.
Shapes scale with actor morphs to maintain proper collision geometry across body types. Visible toggle shows collider wireframes in the scene. Organized into sections: head, body, arms, and legs. NSFW builds include additional hole collider configurations.
Mesh Collider
Generates tetrahedral collision geometry from the actor’s skinned mesh renderers. Unlike SDF capsule colliders, mesh colliders conform to arbitrary model geometry for accurate collision with custom clothing, accessories, or props.
Select individual meshes to enable as colliders. Each mesh has an Exclusion panel to disable specific bones from contributing collision surfaces. Depth controls the offset thickness of the collision shell. Visualize renders the generated collider mesh in the scene.