Engine technology · Proprietary
Vayloom Cloth
A real-time cloth solver we wrote inside Unreal Engine 5, because the stock one could not hold up layered clothing in motion.
- Runs onUnreal Engine 5
- Built forLayered garments
- StatusIn production use
- Licensing[NOT YET DECIDED]
Where the stock solver gave up
Prarambh dresses its characters the way people actually dress: a shawl over a coat over a shirt, all of it moving against itself. At speed the stock simulation failed one of two ways. Either it blew up, or it stiffened until the garment read as a solid shell. Clothing is about a third of the silhouette in this game, so neither was something we could live with.
We wrote our own instead, and tuned it on the actual production assets rather than a clean demo scene. It runs in the game now.
What it does
- Constraint solve
- Holds up at production frame rates with several garment layers interacting
- Self-collision
- Layers slide over each other instead of passing through
- Wind & motion
- Reacts to character speed, vehicle motion and wind in the environment
- Authoring
- Set up inside Unreal, on the assets the artists have already made
Vayloom is our own technology and we do not license it out. Whether that ever changes is [NOT YET DECIDED]. If you work on cloth and want to talk about it anyway, write to us.
Solver preview — constraint mesh, self-collision, wind field
Built for one game, kept for the rest
Vayloom is part of the studio's toolkit now, and the first piece of engine technology we own outright.