| MassMode |
How cloth particle mass is determined - Uniform Mass: Every particle's mass will be set to the value specified in the UniformMass setting. Mostly to avoid as it can cause some serious issues with irregular tessellations. - Total Mass: The total mass is distributed equally over all the particles. Useful when referencing a specific garment size and feel. - Density: A constant mass density is used. Density is usually the preferred way of setting mass since it allows matching real life materials' density values. |
EClothMassMode |
Density |
| UniformMassWeighted |
The value used when the Mass Mode is set to Uniform Mass. |
FChaosClothAssetWeightedValueNonAnimatable |
(Low=0.000150,High=0.000150,WeightMap="UniformMass",bImportFabricBounds=False,bBuildFabricMaps=False) |
| TotalMass |
The value used when Mass Mode is set to TotalMass. |
float |
0.500000 |
| DensityWeighted |
Density in kg/m^2. Melton Wool: 0.7 Heavy leather: 0.6 Polyurethane: 0.5 Denim: 0.4 Light leather: 0.3 Cotton: 0.2 Silk: 0.1 |
FChaosClothAssetWeightedValueNonAnimatable |
(Low=0.350000,High=0.350000,WeightMap="Density",bImportFabricBounds=False,bBuildFabricMaps=False) |
| MinPerParticleMass |
Calculated particle masses will be clamped to this minimum value (or 1e-8, whichever is larger). |
float |
0.000100 |