I am fairly certain that this is an impossibilty with Maya, but needed to check with those "in the know".
I would like to generate nCloth patches from a character - like skin flaking off. However, I need multiple layers of dermis. I could create 5-10 layers of nCloth that are layerd atop each other, but the simulation cost would be excessive.
Another idea is to create multiple nCloth simulations that will be instanced onto a particleShape, but the cloth would not have the approporiate dynamic motion relative to the particles.
Is there a way to create a nCloth geometry that is generated on a per-particle basis?