I have found this not to be the case in my tests and production scenarios.
And I found I could fix most of the issues by not only understanding the settings, but developing a proper workflow for cloth. Which by the way is also taught in the Syflex portion of the Softimage manual as well as the nCloth docs. The issues that you can not fix in Blender have nothing to do with performance, really. These things crop up because there are missing features.
Performance can be misleading. You can show off a great “performance” in cloth. But the moment you put it to an actual useable simulation situation with a character even the best solutions break down on the performance side.
Of the cloth I have used so far, not one of them has blown me away with performance. With the exception of cloth in Messiah which is stupid fast. Only problem is, it lacks any features that allow you to do anything with it.
And that to me is about the simulation - and features you have to control it - which is why Maya rules. Not because the sims are faster - not by a long shot - but because you have the features to actually control the simulation. That is the key. And in Maya with the nucleus node you actually have to turn up substeps to get the sims to actually work right. You work with lower substeps to improve performance until the final sim… not gonna work. You will be playing with settings that have nothing to do with a feature but are tied into the quality of the simulation which unfortunately kills performance.
In a real production environment it is not unreal to have several minutes or longer per frame just in simulation time. Read some of the articles where studios are doing lots of cloth sims and the resources they use to pull that stuff off is pretty scary. I have found that to be about the appropriate amount of effort computer power-wise to do serious cloth. These guys have farms just dedicated to sims.
You won’t find me arguing that Blender cloth could not be faster.
What is really needed for Blender cloth however is more features that come in handy when simulating character cloth. Features that solve issues you otherwise have to work around.
Of course improving performance is a great help. But that alone will not solve the issues you have to deal with.
If you can find a back issue of 3D Artist Mag, I did a tutorial a year or two ago on Blender cloth. It covers a very basic simulation set up for a character, and offers some solutions.
Here is a list of the tuts I did:
Obviously since then I have moved on to other cloth solutions.
I’d like to see Blender cloth get some love too. :eyebrowlift: