While chapter Real World will discuss the parameter values that represent various clothing materials in life, I can imagine that you’d like an overview to get a head start.
The origin of most values was in www.poserfashion.net (before it got hacked, you can find the Original in Internet’s WayBackMachine), a website on 3D clothing that started even before Poser introduced the Cloth Room (see chapter Cloth sim in perspective on history, part IV). PhilC and SvdL extended the list, while also presenting a mechanism to create preset collections. Either through assigning mat’s (PhilC, free on his site www.philc.net) of though a scripted user interface (SvdL http://www.renderosity.com/mod/freestuff/details.php?item_id=38542).
In all cases marked (*), SvdL deviated from the poserfashion values, and added cloth types and a parameter. In all cases marked (**) PhilC deviated from SvdL. In all unmarked cases, they agreed. The Poser Default is added for reference.
|2,5||40||15 / 20**||1||800
|Cloth self fric||0||0.4||0||0.4||0.7||0.2||1.0||0.0||0.2||0.75||0.4||0.02|
Note that the Scale parameter is not supported by the Cloth Room dials, and that PhilC/SvdL sometimes discriminate between values in U and V direction (like Latex Fold Res = 600/50), which is not supported by the Cloth Room dials either.
On top of that, I’d like to note that some parameters are very hard to obtain for real life clothing (how do you measure the amount of folding and the fold resistance?) and that some parameters or combinations seem quite unrealistic to me (how can Gossamer and Heavy Leather have the same density while Gossamer has a 40-fold air damping?). Why does Gossamer has a Stretch Damping of 0.1 according to SvdL and 0.01 according to PhilC while they agree on all other parameters? Why are the Posernet values taken for granted while they were published before Cloth Room came to life? Why do all the density values deviate so much from my simple measurements (chapter Real World)?