Simulation
Generates and simulates clothing meshes on the actor model. Supports two independent cloth layers with configurable topology, anchoring, materials, and fluid particle effects.
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.
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.
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.
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.
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. Cohesion pulls particles together into streams. Cohesion Range sets the maximum distance for cohesion effects. Target Distance is the minimum particle separation when cohesion is off. Viscosity resists flow for thicker fluids. Stick To Surface controls how strongly particles adhere to geometry.
Presets: Water (light, cohesive), Viscous (thick, sticky), Sand (no cohesion, granular).
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.