Chaos Cloth + Looma

Real-time cloth.
Simulated folds.

Chaos Cloth gives a garment its silhouette, swing and collisions. Looma adds what a real-time mesh is too coarse to show: fine folds, baked from offline simulation and played back by pose in Unreal Engine.

Chaos ClothUnreal Engine 5.8Cloth Wrinkle Solver
The same garment with Looma's wrinkle map: the same outline, fine folds in the lighting A simulated garment panel with only its large folds Chaos Cloth + Looma maps

Drag to compare. The outline doesn't change: the folds live in the lighting. Generated for this site.

Two layers, one garment

Each layer does
what it's best at.

A garment panel with the coarse mesh of a real-time cloth simulation
Chaos ClothThe shape: silhouette, swing and collisions, on a mesh light enough for real time.
A wrinkle normal map of the same garment panel
Looma wrinkle mapThe folds, baked from offline simulation into a normal map for each pose.
The garment panel with the simulated shape and the wrinkle map together
On screenThe same outline with a much richer surface. A normal map changes the light, never the shape.
Why the pair works

Folds that follow the body.
The simulation runs free.

  • Folds follow the body.The runtime reads the character's pose, so creases form where the body bends, while the simulation swings the hem.
  • No heavier simulation.The detail lives in textures: no denser cloth mesh, no extra solver work. The shader cost stays fixed as you add poses.
  • Offline detail.Looma's maps come from a high-resolution offline simulation, with folds a real-time solver can't afford.
  • Your cloth setup stays yours.The runtime only drives the material. The cloth asset, its simulation settings and colliders stay as they are.
Body animationthe character's pose
Chaos Clothmoves the meshthe shape
Cloth Wrinkle Solverdrives the materialthe folds
One garment on screenshape + folds
Built for simulated cloth

Made for Chaos Cloth,
not only skinned meshes.

Pose-driven wrinkle maps usually live on skinned meshes, where the folds ride along with the bones. Cloth Wrinkle Solver was built around Chaos Cloth from the start: the folds follow the body, and the simulation is free to move the garment.

01

One component

Add the Wrinkle Material Driver to the character. It feeds the folds to its Chaos Cloth components, on every LOD that keeps the baked UV layout.

02

Your cloth material

Drop our material function into the cloth material. Your base normal stays; the folds are added on top.

03

Whole outfits

Shirt and shorts on one mesh, each with its own pose set, all driven from the same body pose.

04

Settings in one asset

The runtime settings live in the pose set. Change them once and every character using it follows.

Have a Chaos Cloth character?

Early-access studios get Looma, the runtime and our help taking the first garment from animations to folds.