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.

The problem

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
Availability

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

[Before / after capture]

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.