![]() This is similar to 'Remove Single Polys' but instead will hide groups of polygons which become disconnected. If you choose this option, these single polygons are deleted (you will still see the particles associated with them but that doesn't matter). Sometimes, tearing will result in single polygons being split from the mesh. This drop-down menu controls additional appearance of the mesh when tearing is used (see the Cloth Tag for details of tearing). In order to see any effect, you should add some thickness and have a subdivision level of at least 1. This setting will bevel the corners and edges of the mesh. For example, a subdivision of zero gives 1 thickness segment, a subdivision of 1 gives 2 segments and so on (technically, a subdivision of n will give 2^ n thickness segments). This does not increase the number of segments in the thickness, which depends on the subdivision setting. ![]() Increasing this value will add thickness to the object. ![]() Note that the more you increase this setting, the greater the number of points in the cloth object and the slower the simulation. Set it to zero to prevent any subdivision. Increasing this value subdivides the object, giving more mesh detail. Interfaceįor the buttons at the bottom of the interface, please see the ' Common interface elements' page. If you need to do this, please see the page ' Using xpShatter with Cloth Surface' below. When you add this object to the scene, you must make the cloth object a child object of the Cloth Surface, like so: This is a generator object which can alter the mesh used as the cloth object.
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