Role
roleHow 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.
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.
Install the solver, assign Cloth and Collider roles, choose a material, validate and Bake.
Open quick start →Use the search field above or press /. Search understands setting names, property IDs and descriptions.
This reference documents user-editable controls from the current Cloth NeXt source. Internal cache fingerprints, status fields and implementation-only state are intentionally omitted.
The shortest supported path from an ordinary Blender scene to a cached Cloth NeXt result.
| Step | Action |
|---|---|
| 01 · Solver | Open Cloth NeXt Preferences, install or select a compatible solver, then run the health check. |
| 02 · Cloth | Add Cloth NeXt physics to the deformable and choose Cloth. |
| 03 · Collider | Add Cloth NeXt physics to collision geometry and choose Collider. |
| 04 · Material | Pick a preset, then adjust only the material controls the shot needs. |
| 05 · Validate | Resolve Scene Health issues before starting the expensive part. |
| 06 · Bake | Set the Bake range, start the Bake and review the versioned playback cache. |
A role decides which controls appear and how the object participates in the shared solve.
| Role | Use |
|---|---|
| Cloth | Surface deformable for garments and other sheet-like materials. |
| Cable / Rope | Curve-based one-dimensional deformable. |
| Soft Body | Closed volumetric deformable using internal tetrahedralization. |
| Rigid Body | Closed solid object that moves as a rigid participant. |
| Collider | Static or animated collision obstacle. |
| Force | Empty-based scene force controls for gravity, wind and air response. |
roleHow 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.
These are the primary fabric controls. Presets are starting points; editing a preset-controlled value switches the material to Custom without discarding your values.
presetChoose a fabric starting point. Editing a material value switches to Custom without resetting your settings
modelChoose how the surface behaves. Fabric (Baraff-Witkin) is recommended for cloth; Shape Preserving (ARAP) retains the original form more strongly. Solver parameter: model
surface_weightMass 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.
stretch_resistanceControls 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.
sideways_responseControls 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.
bend_resistanceControls 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.
stretch_limit_enabledPrevents the fabric from stretching beyond the specified percentage. Disable it for unrestricted stretch. Solver parameter: strain-limit
maximum_stretch_percentMaximum permitted extension beyond the original size. A value of 5% allows approximately five percent stretch. Solver parameter: strain-limit
stretch_plasticity_enabledAllow sustained stretching or compression to permanently change the Cloth rest shape
stretch_plasticity_rateSpeed per second at which overstretched Cloth adopts its current shape. Solver parameter: plasticity
stretch_plasticity_threshold_percentStretch or compression required before permanent deformation begins. Solver parameter: plasticity-threshold
bend_plasticity_enabledAllow folds held under load to become part of the Cloth rest shape
bend_plasticity_rateSpeed per second at which folds become permanent. Solver parameter: bend-plasticity
bend_plasticity_threshold_degreesAngular deviation required before a fold becomes permanent. Solver parameter: bend-plasticity-threshold
bend_rest_from_geometryUse the mesh's starting folds as its bend rest shape. Disable for an initially flat rest shape
Damping removes oscillation without replacing the material stiffness controls.
shape_dampingReduces 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.
fold_dampingReduces 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.
Rest-shape controls alter the shape the simulation tries to return to. They are useful for tensioned garments and deliberate pre-stretch.
shrink_percentPositive 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.
Pressure pushes along surface normals. Sewing treats open edges not used by faces as springs that pull their endpoints together.
enable_inflateApply uniform pressure along the Cloth mesh surface normals. Consistent normals and a closed mesh are recommended for balloon-like results
inflate_pressureUniform outward pressure along the Cloth surface normals
Practical: Requires suitable normals and works best on closed cloth volumes. Increase gradually while watching contact stability.
sewing_enabledTreat edges that are not used by any face as Sewing springs and pull their endpoints together
sewing_stiffnessSewing 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.
Use ordinary Blender vertex groups to attach parts of a deformable while leaving the remaining vertices simulated.
pinning_enabledHold 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.
pin_groupVertex 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.
pin_modeThis 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.
pin_targetAnimated Empty or object whose transform drives the Pin group
vertex_groupVertex Group whose vertices follow this Target
targetAnimated Empty or object followed by this Pin Group
strengthSoft Pull strength for this Pin Group
targetAnimated object that drives this Pin motion constraint
constraint_typeThis setting is exposed by Cloth NeXt and is consumed by the current workflow.
strengthHow strongly this constraint pulls toward its Target
Collision Gap controls the contact barrier, Surface Offset represents simulated surface thickness, and Surface Grip controls sliding.
enabledEnable collisions for the simulation. When disabled, deformable objects can pass through colliders
surface_gripControls 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.
surface_offsetAdds 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.
collision_gapDistance 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.
vertex_groupVertices whose weights blend from the general Friction value to this region's Friction
frictionTarget friction at full weight in this Vertex Group
Cable / Rope simulates the Curve centerline. Bevel, taper and per-point visual radius remain visual; use collision radius to represent physical thickness.
linear_densityMass 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.
stretch_resistanceResistance 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.
bend_resistanceResistance 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.
length_factorScale 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.
stretch_limit_percentMaximum lengthwise stretch. Set to 0% to disable the limit
Practical: Caps cable stretch relative to rest length. Lower values hold length more strictly.
bend_plasticity_enabledAllow bends held under load to become the cable's rest shape
bend_plasticity_rateSpeed per second at which cable bends become permanent
bend_plasticity_threshold_degreesAngular deviation required before a bend becomes permanent
bend_rest_from_geometryUse the cable's starting bends as its rest shape. Disable for an initially straight rest shape
Soft Body uses a closed manifold surface and creates a volumetric simulation representation internally.
volume_densityMass 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.
stretch_resistanceOverall 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.
poisson_ratioControls how much the object expands sideways when compressed. Values near 0.5 preserve volume more strongly
volume_scaleScale the resting volume. Values below 1 shrink the object; values above 1 expand it
tetrahedralizerThis 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.
stretch_plasticity_enabledAllow sustained deformation to change the solid rest shape
stretch_plasticity_rateSpeed per second at which the solid adopts its deformed shape
stretch_plasticity_threshold_percentDeformation required before the rest shape starts changing
Rigid Body keeps the object shape rigid while allowing it to participate in the shared contact solve.
volume_densityWeight 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.
Static colliders are cheapest. Animated colliders capture evaluated Blender transforms and supported topology-preserving deformation over the Bake range.
collider_motionChoose whether this Collider stays fixed or follows its evaluated Blender animation during the bake
collider_capture_modeHow animated Collider geometry is captured
collider_samples_per_frameAnimated 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.
Use a proxy when the full collider is unnecessarily expensive. Character Cage creates animation-aware collision geometry; mesh reduction targets a simpler collision surface.
collider_proxy_typeChoose the generated Collider proxy strategy
collider_cage_marginOutward 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.
collider_cage_joint_overlapExtend bone hulls along the bone axis so joints overlap
collider_cage_sample_stepFrames between one-time Character evaluations while fitting the cage
collider_cage_weight_thresholdMinimum skin weight for a Character vertex to contribute to a bone hull
collider_cage_min_verticesIgnore deform bones with fewer weighted Character vertices
collider_proxy_target_verticesApproximate 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.
collider_proxy_enabledReplace this logical Collider with its generated simulation Proxy during Bake
Force controls are scene-wide and keyframeable through normal Blender properties.
gravity_strengthGravity acceleration along the independently selected world axis
Practical: Scene gravity magnitude for Cloth NeXt force evaluation.
gravity_axisWorld-space direction of Gravity, independent of the Force Empty rotation
wind_strengthWind 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.
wind_variationMaximum additional Wind strength during intermittent gusts; zero disables gusts
Practical: Adds variation to wind so motion is less uniform.
wind_noise_scaleTime 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.
air_densityAir 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.
air_frictionTangential air-friction ratio
Practical: Controls aerodynamic drag against motion through the air.
vertex_air_dampIsotropic-air-friction coefficient applied per vertex
Practical: Per-vertex air damping contribution used to reduce high-frequency motion.
Quality presets are the normal workflow. Advanced numeric controls are for difficult convergence, fast contact and diagnostic tuning.
show_advancedShow the four numeric solver quality controls
time_stepSimulation 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.
min_newton_stepsMinimum 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.
cg_max_iterMaximum 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.
cg_tolLinear-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.
These controls affect continuous collision handling and moving constraints. Leave them at defaults unless a scene has fast motion or persistent contact failures.
target_toiHow 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.
line_search_max_tExtra 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.
ccd_max_iterMaximum collision-search effort for difficult or fast contact. Solver parameter: ccd-max-iter
constraint_ghatDistance at which animated Pins and other moving constraints begin avoiding contact. Solver parameter: constraint-ghat
constraint_tolCollision precision for moving constraints as a fraction of Constraint Contact Distance. Lower is stricter. Solver parameter: constraint-tol
ccd_reductionFraction of the initial surface gap used to detect an approaching collision. Lower is more conservative. Solver parameter: ccd-reduction
Low-level solver controls. They can rescue pathological scenes, but they are not the first place to tune ordinary cloth behavior.
max_newton_stepsMaximum nonlinear correction passes before a difficult contact is reported as failed. Solver parameter: max-newton-steps
max_dxLargest correction distance allowed during one contact solve. Solver parameter: max-dx
eigenanalysis_epsNumerical threshold used to stabilize nearly singular contact directions. Solver parameter: eiganalysis-eps
friction_epsNumerical threshold that stabilizes very slow friction motion. Solver parameter: friction-eps
csrmat_max_nnzPreallocated GPU contact entries. Too low can stop dense contact; too high consumes GPU memory. Solver parameter: csrmat-max-nnz
contact_barrierMathematical response used as surfaces approach contact. Solver parameter: barrier
Frame-specific motion entries let you provide explicit velocity or spin where the simulation needs controlled initial or transitional motion.
frameBlender frame at which this motion replaces the current velocity
motion_typeThis setting is exposed by Cloth NeXt and is consumed by the current workflow.
velocityWorld-space speed in Blender units per second
angular_velocityWorld-space spin vector in radians per second
Recovery is designed for long Bakes. Cloth NeXt verifies recovery identity and compatibility before presenting a checkpoint as resumable.
enabledKeep verified solver checkpoints so an interrupted Bake can continue after restarting Blender
auto_saveAsk the solver to save resumable states periodically
checkpoint_intervalNumber of solver frames between automatic checkpoints
Practical: Smaller intervals preserve progress more often but create more checkpoint I/O.
keep_saved_statesMaximum number of verified checkpoints retained
Practical: Keep enough states to recover from a bad latest checkpoint without retaining an excessive number of old snapshots.
save_on_cancelRequest save_and_quit and preserve the confirmed solver project when cancelling
save_on_finishAsk the solver to save a final state before completing
Bake range and cache location control the on-disk result. Cloth NeXt keeps result playback separate from collider source animation.
bake_startFirst Blender frame captured into the solver cache
bake_endLast Blender frame produced by the solver cache
cache_directoryOptional directory for this object's Cloth NeXt result
Global workflow controls live in Blender Preferences. Solver selection is locked while a Bake session is active.
selected_solver_installation_idSelect the exact installed solver used by future Bakes; selection is locked while a session is active
auto_launch_bake_windowRequire the visible topmost Bake window before locking Blender. When disabled, Bake runs in Blender without a global modal workflow lock
new_lookEnable floating Cloth NeXt viewport controls; use the viewport shortcut to show or hide the toolbar
show_role_colorsColor Cloth NeXt objects by role. Visible in Solid shading with Color > Object; Random and other color modes remain available
auto_frame_bakeKeep all live-baked deformables comfortably visible in open 3D viewports
auto_frame_styleThis setting is exposed by Cloth NeXt and is consumed by the current workflow.
auto_frame_smoothingHow quickly the viewport follows changes in cloth position and size
Practical: Lower values respond more slowly; higher values follow the simulated bounds more quickly.
auto_frame_marginExtra space kept around the simulated objects
Practical: Controls how much empty viewport space is kept around live simulation.
auto_cancel_high_ramCancel an active Bake after RAM stays above the safety threshold for two telemetry samples
auto_cancel_ram_percentTotal 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.
developer_toolsShow 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.
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.
| Action | Purpose |
|---|---|
| Bake / Rebake | Validate, prepare and run the current scene through the selected solver. |
| Cancel | Request cancellation of the active Bake and follow the configured recovery policy. |
| Clear Result | Remove Cloth NeXt-owned playback for the selected result without touching unrelated files. |
| Generate Character Cage | Build the configured character collision proxy. |
| Generate / Refresh Proxy | Create or rebuild the selected simulation proxy strategy. |
| Scene Health | Run preflight checks for geometry, solver readiness, storage and known workflow problems. |
| Resume from Latest | Resume only from a checkpoint that passed Cloth NeXt recovery validation. |
| Export Privacy-Safe Report | Create a support report without mesh geometry, object names, file contents or full filesystem paths. |
Start with the visible CNX error code and Scene Health. Fix the reported cause before changing low-level solver values.
Check collider motion/capture, surface offset, collision gap and scene scale before touching advanced CCD values.
Verify material stiffness and contact first, then add small Shape or Fold Damping values.
Reduce unnecessary collider density/samples, use proxies where appropriate and keep Memory Safety enabled.
Rebake after solver-visible settings, geometry or solver backend changes. Cloth NeXt fingerprints cached results deliberately.
For a stable CNX code and its recovery steps, use the Error Index.
The integration is intentionally explicit about what is supported.
Try the Blender label, property name or a broader term such as “collision”, “bend” or “cache”.