---
title: "Surface"
url: "https://help.maxon.net/c4d/en-us/Content/html/CLOTHTAG-CLOTH_PBD_SETTINGS_GROUP.html"
section_path: "Simulate Menu > The Simulation System > The various Simulation Tags > Cloth Tag > Surface"
element_id: "CLOTHTAG"
group_id: "CLOTH_PBD_SETTINGS_GROUP"
description: "In this tab you can define object-specific settings such as the Bendiness of a cloth or its tensile strength. General information about the new Simulation …"
---

## Surface

[Video: 2026](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2026-1_cloth_01_.mp4)

[![Image: halvar.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/halvar.png)](https://help.maxon.net/c4d/en-us/Content/Resources/Scenes/2026-1_cloth_01_.c4d)

In this tab you can define object-specific settings such as the Bendiness of a cloth or its tensile strength. General information about the new [Simulation System](https://help.maxon.net/c4d/en-us/Content/html/Simulation.html.md) can be found on those pages.

Unfortunately, some parameters are not constant, but also change depending on the simulation project settings or mesh density. The **Substeps**and **Iteration**settings in particular produce a stiffer cloth behavior.

> **Tip:** Note:Most of the parameters described here in this tab can also be found in the [Fabric Brush](https://help.maxon.net/c4d/en-us/Content/html/NET_MAXON_TOOLS_MODELING_CLOTHBRUSH.html.md), with which you can quickly model fabrics interactively - also using simulation.

### Bendiness

Parameter ID: `CLOTH_PBD_BENDINESS` · Range: [0.00..+∞]

![Image: R26_cloth_01_.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/R26_cloth_01_.png)\
The two parameters **Bendiness**and **Stretchiness**each with increasing values.

Imagine a thin square object hanging vertically downward, and you're holding it by the ends of the upper side. Also imagine rotating your hands horizontally 90 degrees.

The Bendiness defines how far the hanging object rotates: Small values behave like a thin sheet of metal, increasing values lead to a behavior of aluminum foil up to that of a towel as values increase.

In other words, Bendiness is a measure of the resistance that a Cloth object presents to an external force for rotational changes between the object point edges.

**Bendiness**also depends on the [Substeps](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_GROUP_XPBDPROPERTIES.html.md) parameter of the project presets. The larger the [Substeps](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_GROUP_XPBDPROPERTIES.html.md), the stiffer the cloth will be.

### Map

Parameter ID: `CLOTH_PBD_BENDINESS_WEIGHTS`

With **Map**, Vertex maps can be used to define the **Bendiness**at point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

### Stretchiness

Parameter ID: `CLOTH_PBD_STRETCHINESS` · Range: [0.00..+∞]

**Stretchiness**is a measure of how tightly object points are connected by their edges - and any diagonal constraints. Or, put differently, how strong the connected constraints are.

For small values, which is, for example, advisable when simulating real textile fabric without elastic, the points are firmly connected. If, on the other hand, high values are defined, the cloth will stretch like rubber.

### Map

Parameter ID: `CLOTH_PBD_STRETCHINESS_WEIGHTS`

With **Map** you can use Vertex maps that define **Stretchiness**at the point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

See also [Substeps](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_GROUP_XPBDPROPERTIES.html.md), which also affects the **Stretchability**.

### Bounciness

Parameter ID: `CLOTH_PBD_BOUNCINESS` · Range: [0.00..+∞]

If collisions occur, this setting defines a "springing back" force in the direction of the contact point Normal direction. If, for example, a cloth falls parallel on a plane, the cloth will spring back slightly if higher values are defined. It will repel slightly from the surface. Since textiles normally don't behave this way, the default value is 0.

If one of the touching objects has the value 0, the effective spring strength is also 0.

Be careful with very high values here, otherwise faulty behavior may occur.

### Map

Parameter ID: `CLOTH_PBD_BOUNCINESS_WEIGHTS`

**Map** allows you to use Vertex maps that define **Bounciness**at the point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

### Friction

Parameter ID: `CLOTH_PBD_FRICTION` · Range: [0.00..+∞]

When 2 Simulate objects collide or a Simulate object touches itself, **Friction** comes into play. This is a measure for the resistance elements have when they rub against one another. Smaller values define correspondingly less friction and larger values increase the friction accordingly.

Contact or collision occurs whenever points, triangles or edges approach closer than defined under **Thickness**.

If one of the touching objects has the value 0 here, the total friction will also be 0.

### Map

Parameter ID: `CLOTH_PBD_FRICTION_WEIGHTS`

**Map** allows you to use vertex maps that define **Friction** at the point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

### Stickiness

Parameter ID: `CLOTH_PBD_STICKINESS` · Range: [0.00..+∞]

### Map

Parameter ID: `CLOTH_PBD_STICKINESS_WEIGHTS`

In the following example, the two fabrics have been stapled together in the middle using adhesive zones defined by fields:

[Video: 2026](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2026-1_cloth_02_.mp4)

[![Image: halvar.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/halvar.png)](https://help.maxon.net/c4d/en-us/Content/Resources/Scenes/2026-1_cloth_02_.c4d)

If you want your objects to stick to each other or even to themselves, this is the right parameter. Make sure that enough points contact each other so the bounciness works best. Here, higher values such as 500 *can* be helpful.

For best results, internally **Bounciness**is disabled and **Friction**is applied at half the value of Bounciness.

If one of the touching objects has the value *0*, the effective Stickiness will also be *0*.

Note that both the Rope tag and Collision object can also have their own adhesive Strength settings.

Vertex maps can be used with **Map**to define the bounciness at point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

### Thickness

Parameter ID: `CLOTH_PBD_THICKNESS` · Range: [0..+∞m]

When Simulate objects get close to each other, the collision will occur when points, triangles or edges get closer than defined under **Thickness**.

A very important setting if you want to avoid penetration. To avoid this, collisions should always occur when the geometry has not yet met (this is why the default is set to 1.5 cm).

If you want to use a very small **Thickness** for visual reasons - for example, to avoid objects hovering over surfaces as much as possible - it may be useful to increase the **Substeps**setting in the Simulation Project Settings. This lets you calculate collisions more precisely for faster movements.

If you have very fine mesh geometry, point spacing may turn out to be smaller than **Thickness**, which would trigger a continuous collision. This is what you want to avoid: Internally, Cinema 4D automatically selects a lesser thickness for the respective points ((80% of the shortest edge that is attached to this point). This means that the defined **Thickness**value is not fixed and can be undercut internally depending on the mesh density. This applies to self-collision and collision with other Cloth objects/splines. However, for Collision objects (Collision tag), the defined **Thickness**applies.

> **Tip:** Note:See also [Collision Radius](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_GROUP_XPBDPROPERTIES.html.md) option, which can be used to make the thickness visible.

### Map

Parameter ID: `CLOTH_PBD_THICKNESS_WEIGHTS`

**Map** allows you to use Vertex maps that define **Thickness** at the point level. If you define a maximum value for a related value, the Vertex map will use this value if Weighting is set to 100%; if set to 50% it will use half the value and so on.

### Target Length

Parameter ID: `CLOTH_PBD_TARGET_LENGTH` · Range: [0..+∞%]

### Map

Parameter ID: `CLOTH_PBD_TARGET_LENGTH_WEIGHTS`

![Image: 2023_Target_Length_01.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2023_Target_Length_01.png)\
Here, the target length of the spheres has been animated (in principle, something similar would also be possible with the balloon functionality, but you can use the **Target Length** at the point level to define where exactly the change should occur).

When a constraint is created (normally at frame 0 at the beginning of a simulation), when the cloth is still in its initial state, each constraint will have its own defined length. The object will try to maintain this length in order to ensure the object's stability.

You can now control or animate these Target Lengths as a percentage of the output length. This lets you grow or shrink objects or even let them pulsate (if the value is, for example, oscillated around *100%*).

**Map** allows you to use Vertex maps that set the **Target Length** at the point level. Use the following **Min Target Length** setting to fine-tune the evaluation of the Vertex map.

### Min Target Length

Parameter ID: `CLOTH_PBD_TARGET_LENGTH_MIN` · Range: [0..100%]

If you have placed a Vertex map at **Map**, the setting here defines the Target Length 0% weighting to which it corresponds.

### Mass

Parameter ID: `CLOTH_PBD_MASS` · Range: [0.00..+∞]

Here you can define the total mass of the garment, which is initially distributed evenly among all points (can be changed with a vertex map in the **Map** field below).

Greater masses develop more "thrust" when colliding with lesser ones. In other words: You have greater inertia.

If you want to arrange several garments on top of each other, make sure that a lower layer always holds a larger mass than the one above it. This helps prevent penetrations.

### Map

Parameter ID: `CLOTH_PBD_MASS_WEIGHTS`

**Map** allows you to use Vertex maps that define **Mass** at the point level. Define a value - that is distributed across all points - for the corresponding parameter. If Weighting is set to 100%, the Vertex map will use precisely this value; if set to 50% only half and so on.

### Min Map

Parameter ID: `CLOTH_PBD_MASS_MAP_MIN` · Range: [1..100%]

When creating a Vertex map, it is often the case that you paint on 100% values or have them generated by Fields. All other points would have the value 0%. This is often not desired for a variety of reasons. Therefore, a minimum value can be defined here that applies to points that have 0% weighting. Since the minimum value here is 1%, point masses of 0 are thus automatically excluded.

Otherwise, **Min. Map** can also be used for fine-tuning. The higher you set the value, the less influence the Vertex map will have on the mass distribution - at 100% it will have no effect.

### Collision Side

Parameter ID: `CLOTH_PBD_COLLISION_SIDE`

Here you can define from which polygon side to check for collisions. You can choose from:

- **Front**: Collisions only occur when collision components approach from the outside (with respect to the Normals).
- **Rear**: Collisions only occur when collision components approach from behind (with respect to the Normals).
- **Both**: Collisions will take place on both sides.

This setting becomes more relevant whenever penetrations in collisions occur. Penetrations are almost never wanted. Once objects intersect it is *difficult*to separate them using the Both option. If, on the other ha*nd, y*ou have Front selected, it will be easy to separate the objects. In fact, at those locations at which it makes sense, a small impulse will be set internally that will help keep the objects apart.

*Both* is suitable for a garment of a moving character, for example, while Soft Bodies and Balloons always have *Front* activated when generated.

### Quad Diagonals

Parameter ID: `CLOTH_PBD_CONSTRAINTS_QUADDIAGONALS`

In order for garments to retain their shape, it is necessary to internally place constraints on quads, and to do so in a diagonal fashion. Imagine a single-polygon plane that you're holding at one corner: if constraints were only along the edges, the quad would collapse. Diagonal constraints on the other hand prevent the deformation of the original quad.

You can select from the following:

- **None**: No diagonal constraints are used.
- **Single**: 1 diagonal constraint is created per quad. Here, asymmetrical simulation behavior can sometimes occur, e.g., on simple planes. In such cases, switch to the following option:
- **Double**: 2 intersecting diagonal constraints are created per quad.

In short, the more constraints there are here, the greater the shape retention of the Cloth tag-wearing object.

If the mesh consists only of triangles, this setting has no function (triangles have no diagonal). It only applies to quads - N-gons are, by the way, internally made up of triangles and quads, which are processed accordingly.

Damping

You can already find a Damping setting in the Project Settings ([Damping](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_GROUP_XPBDPROPERTIES.html.md)), but this applies to the entire scene. The following settings can be used to define the damping per vertex map down to the individual object point.

Damping is nothing more than an artificial removal of kinetic energy from a simulation.

With increasing attenuation, the objects assigned to the tag (clothing, balloon or soft body) behave more and more as if they were moving in increasingly viscous environments (from air -> water -> honey etc.).

![Image: 2024-2_Damping_Map_01.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2024-2_Damping_Map_01.png)\
This is how attenuation works at point level (left and right front cloth corners have 100% vertex map weighting as shown below left).

### Override

Parameter ID: `CLOTH_PBD_PARTICLE_DAMPING_OVERRIDE`

Activate this option if you want to set the attenuation at tag or object level. Otherwise the global **Attenuation**will apply (see previous paragraph).

### Strength

Parameter ID: `CLOTH_PBD_PARTICLE_DAMPING` · Range: [0..+∞%]

Enter a maximum level of damping here, which can be adjusted at point level using a vertex map in the following **Map** field. Without a vertex map, the **Strength** will apply to all object points.

With increasing values, object points behave more and more viscously - as with movement in air -> water -> honey, etc.

Values greater than 100% are possible.

### Map

Parameter ID: `CLOTH_PBD_PARTICLE_DAMPING_WEIGHTS`

Place a vertex map here if you want to define damping at point level. Set a maximum value for Strength. With 100% vertex map weighting, the corresponding point is assigned exactly this maximum value; with smaller values correspondingly less.

Please note that a 0% weighting does not affect the values defined in the following Min parameter. Strength defines the strength that is applie.

### Min Strength

Parameter ID: `CLOTH_PBD_PARTICLE_DAMPING_WEIGHTS_MIN` · Range: [0..+∞%]

If you have placed a vertex map under **Map**, the setting here defines which attenuation level corresponds to 0% weighting.

This simplifies the drawing of the vertex map, as you usually operate with 0% and 100% values here. You then do not have to define intermediate values such as 2% in the painting tool.

![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\
Tearing

> **Tip:** Tip: To tear a piece of cloth, it no longer needs to be packed into a [Cloth Surface](https://help.maxon.net/c4d/en-us/Content/html/CNURBSOBJECT.html.md) - as in the old spring mass system.

### Cloth Tearing

Parameter ID: `CLOTH_PBD_TEARING`

When a garment is stretched beyond a certain extent it begins to tear - the deciding factor here is the elongation of object edges. You can use **Tear Guiding** to roughly control the course of the tear or **Map**for more precise control.

### Tear Past

Parameter ID: `CLOTH_PBD_TEARPAST` · Range: [100..+∞%]

Enter here the factor by which an edge may lengthen before it relents at one of its points - the separation will take place at this point.

### Map

Parameter ID: `CLOTH_PBD_TEARPAST_WEIGHTS`

A Vertex map can be loaded here to paint on weaknesses in specific areas of the garment structure. If **Tear Past** is set to 300% and you paint using 50% or 100% Weighting, the respective points will tear at 150% or according to the edge length defined by**Min Tear Past**.

With this you can influence the course of the tear:

[Video: 2026](https://help.maxon.net/c4d/en-us/Content/Resources/Images/2026-1_cloth_03_.mp4)

[![Image: halvar.png](https://help.maxon.net/c4d/en-us/Content/Resources/Images/halvar.png)](https://help.maxon.net/c4d/en-us/Content/Resources/Scenes/2026-1_cloth_03_.c4d)

Paint an approximate course of the tear. This is where the cloth will tear when stretched far enough. You can also paint on a linear point row: The tear will then occur exactly along the corresponding edges.

It always depends on the degree to which the individual edges are stretched. If no edges stretch along the painted tear line, no tear will appear.

### Min Tear Past

Parameter ID: `CLOTH_PBD_MAPMINTEARPAST` · Range: [100..+∞%]

When you create Vertex maps, there are areas that have a 0% weighting. When tearing it would mean that the tear should take place here and, in extreme cases, the entire garment would tear apart. If, on the other hand, the default 120% is applied, the respective edges will first tear if stretched to 120%, even if 0% weighting is defined here.

### Tear Guiding

Parameter ID: `CLOTH_PBD_TEAR_GUIDE_CONE_ANGLE` · Range: [0..90°]

This setting is somewhat more difficult to understand. Simply put, the edges that are part of each tear have an imaginary cone applied to them. Here you can define the angle of the cone. Edges within this cone will not tear.

This can be used to affect tear tendencies. It's much easier to use Vertex maps to influence this (see previous setting).
