Cloth simulations are typically a hassle for an artist to set up, tweaking parameters that you have no idea what half of them even mean. But what if there was a tool designed for simplicity whilst still allowing for control that ran the simulation for you? Well, that is what my idea for this project was!
Directly inside of any engine (for this use case I am presenting inside of Unreal), simply add a plane, decide your subdivision level, friction, stretchiness, pin group, etc and then hit cook! The tool will produce a cloth/tarp that collides smoothly with custom input geometry and gives the user automatic UVs to account for stretching and distortion, alongside control over the amount of topology the simulation ends with!
Showcasing the Tool Inside of Unreal