Enabling cloth physics on a mesh causes the normals to flip, even on areas painted black.
We only know of two ways to get around this:
1. Give an armor multiple materials, apply cloth physics to just one material. This increases the performance hit, and is additional work.
2. Reduce normal depth, but this reduces the fidelity of the normals.
Is this a bug with the modding tools?
Is there any solution for this?
Please find this as an example:
Would greatly appreciate any feedback regarding this. I'm extremely hesitant to make armors have multiple materials if not required, and especially if this is a fixable issue.
If this is not a fixable issue, I would also deeply appreciate hearing this so plans can be made accordingly.
We only know of two ways to get around this:
1. Give an armor multiple materials, apply cloth physics to just one material. This increases the performance hit, and is additional work.
2. Reduce normal depth, but this reduces the fidelity of the normals.
Is this a bug with the modding tools?
Is there any solution for this?
Please find this as an example:
Would greatly appreciate any feedback regarding this. I'm extremely hesitant to make armors have multiple materials if not required, and especially if this is a fixable issue.
If this is not a fixable issue, I would also deeply appreciate hearing this so plans can be made accordingly.