REFERENCE

Documentation

A compact reference for the controls you can actually change in Cloth NeXt. The page follows the Blender UI: choose a role, configure only the panels relevant to that role, validate, then Bake.

START HEREFirst Bake

Install the solver, assign Cloth and Collider roles, choose a material, validate and Bake.

Open quick start →
LOOKING FOR A VALUE?Search every setting

Use the search field above or press /. Search understands setting names, property IDs and descriptions.

Scope

This reference documents user-editable controls from the current Cloth NeXt source. Internal cache fingerprints, status fields and implementation-only state are intentionally omitted.

GETTING STARTED

First Bake

The shortest supported path from an ordinary Blender scene to a cached Cloth NeXt result.

StepAction
01 · SolverOpen Cloth NeXt Preferences, install or select a compatible solver, then run the health check.
02 · ClothAdd Cloth NeXt physics to the deformable and choose Cloth.
03 · ColliderAdd Cloth NeXt physics to collision geometry and choose Collider.
04 · MaterialPick a preset, then adjust only the material controls the shot needs.
05 · ValidateResolve Scene Health issues before starting the expensive part.
06 · BakeSet the Bake range, start the Bake and review the versioned playback cache.
SETUP

Scene Roles

A role decides which controls appear and how the object participates in the shared solve.

RoleUse
ClothSurface deformable for garments and other sheet-like materials.
Cable / RopeCurve-based one-dimensional deformable.
Soft BodyClosed volumetric deformable using internal tetrahedralization.
Rigid BodyClosed solid object that moves as a rigid participant.
ColliderStatic or animated collision obstacle.
ForceEmpty-based scene force controls for gravity, wind and air response.

Role

role

How Cloth NeXt treats this object in a simulation

Practical: Pick the physical role that matches the object. Changing roles changes which panels are relevant; it does not duplicate the object.

Default
Cloth
Type
Choice
CLOTH

Material

These are the primary fabric controls. Presets are starting points; editing a preset-controlled value switches the material to Custom without discarding your values.

Material Preset

preset

Choose a fabric starting point. Editing a material value switches to Custom without resetting your settings

Default
Default Cloth preset
Type
Choice

Solver Model

model

Choose how the surface behaves. Fabric (Baraff-Witkin) is recommended for cloth; Shape Preserving (ARAP) retains the original form more strongly. Solver parameter: model

Default
Fabric (Baraff-Witkin)
Type
Choice

Surface Weight

surface_weight

Mass of the fabric per square meter. Higher values give the cloth more inertia and make it react more heavily, but do not directly make it stiffer. Unit: kg/m². Solver parameter: density

Practical: Use this for mass, not stiffness. Heavier cloth carries more momentum and can need stronger collision and damping settings.

Default
1.0
Range
0.01 – 10000.0
Type
Number
Solver
density

Stretch Resistance

stretch_resistance

Controls how strongly the fabric resists being pulled longer. Lower values create softer, more stretchable cloth. Higher values preserve its original size more strongly. Solver parameter: density-normalized young-mod

Practical: Raise it when the cloth visibly elongates too much. Lower it for elastic or loose materials. Very high values can make difficult scenes more expensive to converge.

Default
1000.0
Range
0.0 – 1e9
Type
Number
Solver
young-mod

Sideways Response

sideways_response

Controls how strongly stretching in one direction affects the fabric sideways. Lower values allow the directions to stretch more independently. Higher values make the fabric contract sideways more strongly. Solver parameter: poiss-rat

Practical: This controls lateral coupling during stretch. Keep it below 0.5; values closer to the upper limit behave more incompressibly in-plane.

Default
0.35
Range
0.0 – 0.4999
Type
Number
Solver
poiss-rat

Bend Resistance

bend_resistance

Controls how easily the fabric bends and forms folds. Lower values create soft, flowing folds. Higher values create broader, stiffer folds and stronger shape retention. Solver parameter: bend

Practical: One of the main silhouette controls. Low values create small, soft folds; higher values create broader, more structured folds.

Default
10.0
Range
≥ 0.0
Type
Number
Solver
bend

Stretch Limit

stretch_limit_enabled

Prevents the fabric from stretching beyond the specified percentage. Disable it for unrestricted stretch. Solver parameter: strain-limit

Default
Off
Type
Toggle
Solver
strain-limit

Maximum Stretch

maximum_stretch_percent

Maximum permitted extension beyond the original size. A value of 5% allows approximately five percent stretch. Solver parameter: strain-limit

Default
5.0
Range
0.01 – 100.0
Type
Number
Solver
strain-limit

Permanent Stretch

stretch_plasticity_enabled

Allow sustained stretching or compression to permanently change the Cloth rest shape

Default
Off
Type
Toggle

Stretch Creep Rate

stretch_plasticity_rate

Speed per second at which overstretched Cloth adopts its current shape. Solver parameter: plasticity

Default
1.0
Range
≥ 0.0
Type
Number
Solver
plasticity

Stretch Threshold

stretch_plasticity_threshold_percent

Stretch or compression required before permanent deformation begins. Solver parameter: plasticity-threshold

Default
5.0
Range
≥ 0.0
Type
Number
Solver
plasticity-threshold

Permanent Bends

bend_plasticity_enabled

Allow folds held under load to become part of the Cloth rest shape

Default
Off
Type
Toggle

Bend Creep Rate

bend_plasticity_rate

Speed per second at which folds become permanent. Solver parameter: bend-plasticity

Default
1.0
Range
≥ 0.0
Type
Number
Solver
bend-plasticity

Bend Threshold

bend_plasticity_threshold_degrees

Angular deviation required before a fold becomes permanent. Solver parameter: bend-plasticity-threshold

Default
10.0
Range
0.0 – 180.0
Type
Number
Solver
bend-plasticity-threshold

Use Initial Bend Shape

bend_rest_from_geometry

Use the mesh's starting folds as its bend rest shape. Disable for an initially flat rest shape

Default
On
Type
Toggle
CLOTH

Damping

Damping removes oscillation without replacing the material stiffness controls.

Shape Damping

shape_damping

Reduces oscillation caused by stretching and in-plane deformation. Small values can calm jitter without making the fabric visibly sluggish. Unit: seconds. Solver parameter: deformation-damping

Practical: Use small values to calm in-plane vibration after motion or contact without changing the material stiffness itself.

Default
0.0
Range
≥ 0.0
Type
Number
Solver
deformation-damping

Fold Damping

fold_damping

Reduces oscillation and flutter in folds and bending motion. Small values can calm unstable folds. Unit: seconds. Solver parameter: bending-damping

Practical: Useful for fluttering hems and unstable folds. Increase gradually; too much damping can make motion feel heavy.

Default
0.0
Range
≥ 0.0
Type
Number
Solver
bending-damping
CLOTH

Rest Shape

Rest-shape controls alter the shape the simulation tries to return to. They are useful for tensioned garments and deliberate pre-stretch.

Shrink

shrink_percent

Positive values contract the Cloth rest shape; negative values expand/pre-stretch it. +10% gives 90% rest size; -10% gives 110% rest size. Cannot be combined with an enabled non-zero Stretch Limit

Practical: Positive values shrink the rest shape; negative values expand it. Use it for fitted garments, tensioning and pre-stretch.

Default
0.0
Range
-100.0 – 90.0
Type
Number
CLOTH

Pressure & Sewing

Pressure pushes along surface normals. Sewing treats open edges not used by faces as springs that pull their endpoints together.

Enable Pressure

enable_inflate

Apply uniform pressure along the Cloth mesh surface normals. Consistent normals and a closed mesh are recommended for balloon-like results

Default
Off
Type
Toggle

Pressure

inflate_pressure

Uniform outward pressure along the Cloth surface normals

Practical: Requires suitable normals and works best on closed cloth volumes. Increase gradually while watching contact stability.

Default
0.0
Range
≥ 0.0
Type
Number

Sewing

sewing_enabled

Treat edges that are not used by any face as Sewing springs and pull their endpoints together

Default
Off
Type
Toggle

Sewing Strength

sewing_stiffness

Sewing stiffness for Sewing edges. Higher values close seams more strongly against gravity and collisions

Practical: Controls how aggressively loose sewing edges are pulled together. Start low enough that the seam can close without explosive motion.

Default
1.0
Range
≥ 0.0
Type
Number
CLOTH

Pinning & Constraints

Use ordinary Blender vertex groups to attach parts of a deformable while leaving the remaining vertices simulated.

Enable Pinning

pinning_enabled

Hold vertices in the selected Blender vertex group at their evaluated Bake Start positions

Practical: Pins constrain selected vertices while the rest of the deformable remains simulated.

Default
Off
Type
Toggle

Vertex Group

pin_group

Vertex group on this Cloth object used for static hard Pinning

Practical: Only the selected vertex group participates in pinning. Keep the group intentional and verify weights before a long Bake.

Type
Text / path

Mode

pin_mode

This setting is exposed by Cloth NeXt and is consumed by the current workflow.

Practical: Static pins stay at their Bake Start positions. Follow Animation pins use the evaluated Blender motion of the target.

Default
STATIC
Type
Choice

Target

pin_target

Animated Empty or object whose transform drives the Pin group

Type
Object

Advanced Pin · Vertex Group

vertex_group

Vertex Group whose vertices follow this Target

Type
Text / path

Advanced Pin · Target

target

Animated Empty or object followed by this Pin Group

Type
Object

Advanced Pin · Strength

strength

Soft Pull strength for this Pin Group

Default
1.0
Range
≥ 1e-6
Type
Number

Soft Constraint · Target

target

Animated object that drives this Pin motion constraint

Type
Object

Soft Constraint · Type

constraint_type

This setting is exposed by Cloth NeXt and is consumed by the current workflow.

Default
LOCATION
Type
Choice

Soft Constraint · Strength

strength

How strongly this constraint pulls toward its Target

Default
1.0
Range
≥ 0.0
Type
Number
CLOTH

Collision & Friction

Collision Gap controls the contact barrier, Surface Offset represents simulated surface thickness, and Surface Grip controls sliding.

Enable Collisions

enabled

Enable collisions for the simulation. When disabled, deformable objects can pass through colliders

Default
On
Type
Toggle

Friction

surface_grip

Controls how easily touching surfaces slide. Lower values are slippery; higher values resist sliding. Minimum mode uses the lower Friction value of the two touching objects. Solver parameter: friction

Practical: Controls tangential sliding between surfaces. Increase for grippier contact; reduce when garments should slide freely over each other.

Default
0.5
Range
0.0 – 1.0
Type
Number

Surface Offset / Collision Radius

surface_offset

Adds a collision skin around the surface. Use small values to represent surface thickness without changing the simulated mesh. Excessive values create visible separation. Unit: Blender world units. Solver parameter: contact-offset

Practical: Treat this as simulated surface thickness / collision radius. On cables it is the main way to represent a physical radius around the centerline.

Default
0.0
Range
≥ 0.0
Type
Number

Collision Gap

collision_gap

Distance at which collision response begins. Larger values keep surfaces farther apart. Excessive values can make the cloth appear to float. Unit: Blender world units. Solver parameter: contact-gap

Practical: The contact barrier distance. It is not the same thing as physical thickness or cable radius.

Default
0.001
Range
≥ 0.0
Type
Number

Friction Region · Vertex Group

vertex_group

Vertices whose weights blend from the general Friction value to this region's Friction

Type
Text / path

Friction Region · Friction

friction

Target friction at full weight in this Vertex Group

Default
0.5
Range
0.0 – 1.0
Type
Number
CABLE / ROPE

Cable / Rope

Cable / Rope simulates the Curve centerline. Bevel, taper and per-point visual radius remain visual; use collision radius to represent physical thickness.

Linear Density

linear_density

Mass per unit length. Higher values make the cable feel heavier

Practical: Mass per unit length for Cable / Rope. Increase it for heavier cables without changing their stretch or bend response.

Default
1.0
Range
0.01 – 10000.0
Type
Number

Stretch Resistance

stretch_resistance

Resistance to lengthwise stretching. Higher values preserve length

Practical: Raise it when the cloth visibly elongates too much. Lower it for elastic or loose materials. Very high values can make difficult scenes more expensive to converge.

Default
10000.0
Range
0.0 – 1e9
Type
Number

Bend Resistance

bend_resistance

Resistance to bending. Lower values create flexible cables

Practical: One of the main silhouette controls. Low values create small, soft folds; higher values create broader, more structured folds.

Default
10.0
Range
0.0 – 1e9
Type
Number

Rest Length Scale

length_factor

Scale the cable's resting length. Values below 1 contract it; values above 1 make it longer

Practical: Changes the cable rest length. Values below 1 shorten and tension the cable; values above 1 introduce slack.

Default
1.0
Range
0.01 – 10.0
Type
Number

Maximum Stretch

stretch_limit_percent

Maximum lengthwise stretch. Set to 0% to disable the limit

Practical: Caps cable stretch relative to rest length. Lower values hold length more strictly.

Default
0.0
Range
0.0 – 100.0
Type
Number

Permanent Bends

bend_plasticity_enabled

Allow bends held under load to become the cable's rest shape

Default
Off
Type
Toggle

Bend Creep Rate

bend_plasticity_rate

Speed per second at which cable bends become permanent

Default
1.0
Range
≥ 0.0
Type
Number

Bend Threshold

bend_plasticity_threshold_degrees

Angular deviation required before a bend becomes permanent

Default
10.0
Range
0.0 – 180.0
Type
Number

Use Initial Bend Shape

bend_rest_from_geometry

Use the cable's starting bends as its rest shape. Disable for an initially straight rest shape

Default
On
Type
Toggle
SOFT BODY

Soft Body

Soft Body uses a closed manifold surface and creates a volumetric simulation representation internally.

Volume Density

volume_density

Mass per unit volume. Higher values make the object feel heavier

Practical: Mass per unit volume. Change this when a solid should carry more or less inertia; it does not directly replace stiffness.

Default
100.0
Range
0.01 – 10000.0
Type
Number

Elastic Stiffness

stretch_resistance

Overall resistance to deformation. Higher values retain the original shape more strongly

Practical: Raise it when the cloth visibly elongates too much. Lower it for elastic or loose materials. Very high values can make difficult scenes more expensive to converge.

Default
500.0
Range
0.0 – 1e9
Type
Number

Sideways Response

poisson_ratio

Controls how much the object expands sideways when compressed. Values near 0.5 preserve volume more strongly

Default
0.35
Range
0.0 – 0.4999
Type
Number

Uniform Scale

volume_scale

Scale the resting volume. Values below 1 shrink the object; values above 1 expand it

Default
1.0
Range
0.01 – 10.0
Type
Number

Tetrahedralizer

tetrahedralizer

This setting is exposed by Cloth NeXt and is consumed by the current workflow.

Practical: Chooses the internal tetrahedralization path used to turn the closed surface into a volumetric simulation mesh.

Default
FTETWILD
Type
Choice

Permanent Deformation

stretch_plasticity_enabled

Allow sustained deformation to change the solid rest shape

Default
Off
Type
Toggle

Creep Rate

stretch_plasticity_rate

Speed per second at which the solid adopts its deformed shape

Default
1.0
Range
≥ 0.0
Type
Number

Deformation Threshold

stretch_plasticity_threshold_percent

Deformation required before the rest shape starts changing

Default
5.0
Range
≥ 0.0
Type
Number
RIGID BODY

Rigid Body

Rigid Body keeps the object shape rigid while allowing it to participate in the shared contact solve.

Weight Density

volume_density

Weight per unit volume. Higher values give the object more mass and make impacts feel heavier

Practical: Mass per unit volume. Change this when a solid should carry more or less inertia; it does not directly replace stiffness.

Default
100.0
Range
0.01 – 10000.0
Type
Number
COLLIDER

Animated Colliders

Static colliders are cheapest. Animated colliders capture evaluated Blender transforms and supported topology-preserving deformation over the Bake range.

Collider Motion

collider_motion

Choose whether this Collider stays fixed or follows its evaluated Blender animation during the bake

Default
STATIC
Type
Choice

Animation Capture

collider_capture_mode

How animated Collider geometry is captured

Default
AUTO
Type
Choice

Motion Samples / Frame

collider_samples_per_frame

Animated Collider samples per Blender frame. Increase this for fast or strongly curved motion to prevent the interpolated Collider from crossing the cloth

Practical: Higher sampling can better capture fast or strongly deforming animated colliders, at the cost of preparation time and memory.

Default
8
Range
1 – 32
Type
Integer
COLLIDER

Simulation Proxy

Use a proxy when the full collider is unnecessarily expensive. Character Cage creates animation-aware collision geometry; mesh reduction targets a simpler collision surface.

Proxy Type

collider_proxy_type

Choose the generated Collider proxy strategy

Default
SIMPLE
Type
Choice

Cage Margin

collider_cage_margin

Outward safety margin added to every bone hull in world units

Practical: Expands the generated character cage. Increase it when animation pushes outside the proxy; excessive margin reduces collision precision.

Default
0.003
Range
≥ 0.0
Type
Number

Joint Overlap

collider_cage_joint_overlap

Extend bone hulls along the bone axis so joints overlap

Default
0.01
Range
≥ 0.0
Type
Number

Animation Sample Step

collider_cage_sample_step

Frames between one-time Character evaluations while fitting the cage

Default
1
Range
1 – 32
Type
Integer

Bone Weight Threshold

collider_cage_weight_threshold

Minimum skin weight for a Character vertex to contribute to a bone hull

Default
0.2
Range
0.0 – 1.0
Type
Number

Minimum Bone Vertices

collider_cage_min_vertices

Ignore deform bones with fewer weighted Character vertices

Default
24
Range
4 – 10000
Type
Integer

Target Vertices

collider_proxy_target_vertices

Approximate vertex target for the generated experimental Collider Proxy

Practical: Lower targets are faster but less faithful. Keep enough geometry around silhouettes and contact-critical areas.

Default
12000
Range
500 – 250000
Type
Integer

Use Simulation Proxy

collider_proxy_enabled

Replace this logical Collider with its generated simulation Proxy during Bake

Default
Off
Type
Toggle
FORCES

Gravity, Wind & Air

Force controls are scene-wide and keyframeable through normal Blender properties.

Gravity

gravity_strength

Gravity acceleration along the independently selected world axis

Practical: Scene gravity magnitude for Cloth NeXt force evaluation.

Default
9.81
Range
≥ 0.0
Type
Number

Gravity Axis

gravity_axis

World-space direction of Gravity, independent of the Force Empty rotation

Default
Z_NEG
Type
Choice

Wind

wind_strength

Wind speed along the Empty's local +Z axis; aerodynamic force also depends on Air Density

Practical: Base wind magnitude. Rotate or configure the Force object as documented by the UI to control direction.

Default
0.0
Range
≥ 0.0
Type
Number

Strength Variation

wind_variation

Maximum additional Wind strength during intermittent gusts; zero disables gusts

Practical: Adds variation to wind so motion is less uniform.

Default
0.0
Range
≥ 0.0
Type
Number

Noise Scale

wind_noise_scale

Time scale of Wind Variation in seconds; higher values create slower, broader gusts, while lower values create faster changes

Practical: Controls the spatial / temporal scale of wind variation.

Default
3.0
Range
≥ 0.1
Type
Number

Air Density

air_density

Air density used to turn Wind speed into aerodynamic drag and lift; zero disables Wind force

Practical: Global aerodynamic medium density used by supported air effects.

Default
0.01
Range
≥ 0.0
Type
Number

Air Friction

air_friction

Tangential air-friction ratio

Practical: Controls aerodynamic drag against motion through the air.

Default
0.2
Range
≥ 0.0
Type
Number

Vertex Air Damping

vertex_air_damp

Isotropic-air-friction coefficient applied per vertex

Practical: Per-vertex air damping contribution used to reduce high-frequency motion.

Default
0.0
Range
≥ 0.0
Type
Number
SIMULATION

Solver Quality

Quality presets are the normal workflow. Advanced numeric controls are for difficult convergence, fast contact and diagnostic tuning.

Advanced Settings

show_advanced

Show the four numeric solver quality controls

Default
Off
Type
Toggle

Time Step

time_step

Simulation step size in seconds. Smaller values can improve stability but take longer to calculate

Practical: Smaller time steps are generally more conservative and more expensive. Change this only after simpler material/contact fixes are exhausted.

Default
0.001
Range
MIN_TIME_STEP – MAX_TIME_STEP
Type
Number

Minimum Newton Steps

min_newton_steps

Minimum correction passes per simulation step. Increase only when a difficult scene does not converge

Practical: Raises the minimum nonlinear correction work per step. Useful for difficult convergence cases, but increases solve cost.

Default
1
Range
MIN_NEWTON_STEPS – MAX_NEWTON_STEPS
Type
Integer

PCG Max Iterations

cg_max_iter

Maximum internal linear-solver iterations. Higher values may help difficult scenes but increase bake time

Practical: Upper limit for the internal linear solve. Raise only when the solver cannot converge with the current limit.

Default
10000
Range
MIN_CG_MAX_ITER – MAX_CG_MAX_ITER
Type
Integer

PCG Tolerance

cg_tol

Linear-solver accuracy target. Lower values are stricter and may increase bake time

Practical: Lower values are stricter. Tightening the tolerance may improve difficult solves but can increase bake time.

Default
0.001
Range
MIN_CG_TOL – MAX_CG_TOL
Type
Number
SIMULATION

Collision Timing

These controls affect continuous collision handling and moving constraints. Leave them at defaults unless a scene has fast motion or persistent contact failures.

Contact Completion

target_toi

How much safe collision progress is required before a contact step may finish. Lower is more conservative. Solver parameter: target-toi

Practical: Controls how conservatively a contact step completes. Lower values are safer but can increase work.

Default
0.25
Range
1e-6 – 1.0
Type
Number

Motion Safety Margin

line_search_max_t

Extra motion range checked to keep fast contact stable. Solver parameter: line-search-max-t

Practical: Expands the motion range checked during contact handling. Useful for fast motion and difficult impact cases.

Default
1.25
Range
1.0 – 10.0
Type
Number

Collision Search Limit

ccd_max_iter

Maximum collision-search effort for difficult or fast contact. Solver parameter: ccd-max-iter

Default
4096
Range
1 – 100000
Type
Integer

Constraint Contact Distance

constraint_ghat

Distance at which animated Pins and other moving constraints begin avoiding contact. Solver parameter: constraint-ghat

Default
0.001
Range
1e-8 – 1.0
Type
Number

Moving Constraint Precision

constraint_tol

Collision precision for moving constraints as a fraction of Constraint Contact Distance. Lower is stricter. Solver parameter: constraint-tol

Default
0.01
Range
1e-6 – 1.0
Type
Number

Collision Detection Threshold

ccd_reduction

Fraction of the initial surface gap used to detect an approaching collision. Lower is more conservative. Solver parameter: ccd-reduction

Default
0.01
Range
1e-6 – 1.0
Type
Number
SIMULATION

Advanced Solver

Low-level solver controls. They can rescue pathological scenes, but they are not the first place to tune ordinary cloth behavior.

Contact Iteration Limit

max_newton_steps

Maximum nonlinear correction passes before a difficult contact is reported as failed. Solver parameter: max-newton-steps

Default
2048
Range
1 – 100000
Type
Integer

Maximum Contact Correction

max_dx

Largest correction distance allowed during one contact solve. Solver parameter: max-dx

Default
1.0
Range
1e-6 – 1000.0
Type
Number

Contact Stability Threshold

eigenanalysis_eps

Numerical threshold used to stabilize nearly singular contact directions. Solver parameter: eiganalysis-eps

Default
0.01
Range
1e-10 – 1.0
Type
Number

Friction Stability Threshold

friction_eps

Numerical threshold that stabilizes very slow friction motion. Solver parameter: friction-eps

Default
0.00001
Range
1e-10 – 1.0
Type
Number

Contact Capacity

csrmat_max_nnz

Preallocated GPU contact entries. Too low can stop dense contact; too high consumes GPU memory. Solver parameter: csrmat-max-nnz

Default
DEFAULT_CSRMAT_MAX_NNZ
Range
1000 – 1_000_000_000
Type
Integer

Contact Response Model

contact_barrier

Mathematical response used as surfaces approach contact. Solver parameter: barrier

Default
cubic
Type
Choice
SIMULATION

Motion Overrides

Frame-specific motion entries let you provide explicit velocity or spin where the simulation needs controlled initial or transitional motion.

Frame

frame

Blender frame at which this motion replaces the current velocity

Default
1
Range
-1048574 – 1048574
Type
Integer

Motion

motion_type

This setting is exposed by Cloth NeXt and is consumed by the current workflow.

Default
LINEAR
Type
Choice

Velocity

velocity

World-space speed in Blender units per second

Default
(0.0
Type
Vector

Spin

angular_velocity

World-space spin vector in radians per second

Default
(0.0
Type
Vector
WORKFLOW

Recovery & Checkpoints

Recovery is designed for long Bakes. Cloth NeXt verifies recovery identity and compatibility before presenting a checkpoint as resumable.

Enable Recovery

enabled

Keep verified solver checkpoints so an interrupted Bake can continue after restarting Blender

Default
On
Type
Toggle

Auto Save Checkpoints

auto_save

Ask the solver to save resumable states periodically

Default
On
Type
Toggle

Checkpoint Interval

checkpoint_interval

Number of solver frames between automatic checkpoints

Practical: Smaller intervals preserve progress more often but create more checkpoint I/O.

Default
20
Range
1 – 10000
Type
Integer

Keep Saved States

keep_saved_states

Maximum number of verified checkpoints retained

Practical: Keep enough states to recover from a bad latest checkpoint without retaining an excessive number of old snapshots.

Default
3
Range
1 – 100
Type
Integer

Save State on Cancel

save_on_cancel

Request save_and_quit and preserve the confirmed solver project when cancelling

Default
On
Type
Toggle

Save State on Finish

save_on_finish

Ask the solver to save a final state before completing

Default
Off
Type
Toggle
WORKFLOW

Cache & Results

Bake range and cache location control the on-disk result. Cloth NeXt keeps result playback separate from collider source animation.

Bake Start

bake_start

First Blender frame captured into the solver cache

Default
1
Range
-1048574 – 1048574
Type
Integer

Bake End

bake_end

Last Blender frame produced by the solver cache

Default
250
Range
-1048574 – 1048574
Type
Integer

Cache Directory

cache_directory

Optional directory for this object's Cloth NeXt result

Type
Text / path
PREFERENCES

Cloth NeXt Preferences

Global workflow controls live in Blender Preferences. Solver selection is locked while a Bake session is active.

Active Solver

selected_solver_installation_id

Select the exact installed solver used by future Bakes; selection is locked while a session is active

Type
Choice

Open Bake Window Automatically

auto_launch_bake_window

Require the visible topmost Bake window before locking Blender. When disabled, Bake runs in Blender without a global modal workflow lock

Default
On
Type
Toggle

New Look

new_look

Enable floating Cloth NeXt viewport controls; use the viewport shortcut to show or hide the toolbar

Default
Off
Type
Toggle

Show Cloth NeXt Role Colors

show_role_colors

Color Cloth NeXt objects by role. Visible in Solid shading with Color > Object; Random and other color modes remain available

Default
Off
Type
Toggle

Auto-Frame Cloth During Bake

auto_frame_bake

Keep all live-baked deformables comfortably visible in open 3D viewports

Default
On
Type
Toggle

Framing Motion

auto_frame_style

This setting is exposed by Cloth NeXt and is consumed by the current workflow.

Default
SMOOTH
Type
Choice

Framing Response

auto_frame_smoothing

How quickly the viewport follows changes in cloth position and size

Practical: Lower values respond more slowly; higher values follow the simulated bounds more quickly.

Default
0.18
Range
0.02 – 1.0
Type
Number

Framing Margin

auto_frame_margin

Extra space kept around the simulated objects

Practical: Controls how much empty viewport space is kept around live simulation.

Default
1.25
Range
1.02 – 3.0
Type
Number

Auto-Cancel on High RAM

auto_cancel_high_ram

Cancel an active Bake after RAM stays above the safety threshold for two telemetry samples

Default
On
Type
Toggle

RAM Safety Threshold

auto_cancel_ram_percent

Total system RAM usage that automatically cancels the Bake

Practical: Set this below the point where the OS begins heavy paging. The default leaves headroom for Blender and the solver.

Default
90
Range
50 – 99
Type
Integer

Developer Tools

developer_tools

Show internal solver tests and UI diagnostics in the Cloth NeXt Cache panel.

Practical: Only relevant on builds that expose Developer Tools. It reveals internal diagnostics; it is not needed for normal production work.

Default
Off
Type
Toggle
WORKFLOW

Actions

Operators are grouped here instead of taking over the reference. Their job is to perform workflow actions; the editable parameters are documented in the sections above.

ActionPurpose
Bake / RebakeValidate, prepare and run the current scene through the selected solver.
CancelRequest cancellation of the active Bake and follow the configured recovery policy.
Clear ResultRemove Cloth NeXt-owned playback for the selected result without touching unrelated files.
Generate Character CageBuild the configured character collision proxy.
Generate / Refresh ProxyCreate or rebuild the selected simulation proxy strategy.
Scene HealthRun preflight checks for geometry, solver readiness, storage and known workflow problems.
Resume from LatestResume only from a checkpoint that passed Cloth NeXt recovery validation.
Export Privacy-Safe ReportCreate a support report without mesh geometry, object names, file contents or full filesystem paths.
REFERENCE

Troubleshooting

Start with the visible CNX error code and Scene Health. Fix the reported cause before changing low-level solver values.

Intersections or tunneling

Check collider motion/capture, surface offset, collision gap and scene scale before touching advanced CCD values.

Flutter or jitter

Verify material stiffness and contact first, then add small Shape or Fold Damping values.

Bake runs out of memory

Reduce unnecessary collider density/samples, use proxies where appropriate and keep Memory Safety enabled.

Result is stale

Rebake after solver-visible settings, geometry or solver backend changes. Cloth NeXt fingerprints cached results deliberately.

Error reference

For a stable CNX code and its recovery steps, use the Error Index.

REFERENCE

Current Limitations

The integration is intentionally explicit about what is supported.

  • Current production support targets Windows x64 with a compatible NVIDIA GPU.
  • The PPF Contact Solver is installed separately and is never bundled with Cloth NeXt.
  • Topology-changing animation across a Bake is rejected where constant topology is required.
  • Playback requires stable vertex count and vertex order.
  • Cable / Rope uses a uniform simulated collision radius.
  • Soft Body requires a suitable closed manifold surface.
  • Capacity depends on topology, contact count, animated samples, quality, VRAM, RAM and frame count.