Allows the cloth brush to not accumulate deformation after each stroke. This is convenient to always simulate the based on the same initial shape, but applying different forces to it.
When disabled, deformations accumulate after each stroke.
Resets the base mesh so that you can add another layer of deformations.
Selects the part of the mesh that is going to be simulated when the stroke is active. This can greatly affect performance depending on the complexity of the mesh.
Simulates only a specific area around the brush limited by a fixed radius.
Simulates the entire mesh.
The active simulation area moves with the brush while still being limited by a fixed radius.
The area to apply deformation falloff to the effects of the simulation. This setting is a factor of the Simulation Limit and is shown as a dashed line around the cursor.
Lock the position of the vertices in the simulation falloff area to avoid artifacts and create a softer transition with unaffected areas.
Simulates moving the cloth without producing any artifacts in the surface and creates more natural looking folds than any of the other deformation modes. This is accomplished by adjusting the strength of the deformation constraints per brush step to avoid affecting the results of the simulation as much as possible.
The amount the cloth preserves its original shape, acting as a Soft Body.
Enables the detection of collisions with other objects during the simulation. In order for the sculpt object to collide with objects, the collision object must have Collision Physics activated.