I'm working on an animated scene with quite complex cloth simulation (2.83-2.90). Multiple characters and layers of clothing. The dress in the foreground is working perfectly now after much error and lots of trial. But I'd like to find a way to add more inertia/mass to the lower hem of vertices somehow, to give a sense of weight to the fringing along the bottom (this is created with particle hair btw).
I haven't tried stiffness scaling, as I don't want to change the stiffness of the cloth as such afaik. I thought about subdividing that part of the mesh, but this would likely mess up all the collsion/self-collision. Any thoughts anyone? Or do I just need to hope vertex group control is added someday? ;)
EDIT: I just discovered that this feature was implemented in 2006 Blender but later simplified/removed. Still wondering if there's a way to cheat this somehow.
from On what Cloth Simulation Model is Blender Cloth Physics Based? re: 2006 Blender:
Mass Scale Vertex Group : This vertex group allows the user to multiply the point mass by the influence/weight a vertice has in the vertex group. Thus parts of the cloth can have different weights making part of it appear wet or heavier for other reasons.
Mass Vertex Group : This vertex group allows the user to directly specify the weight of the vertices. The Scale parameter is used to adjust the results of this.
Scale : This allows the user to scale the results of applying a Mass Vertex Group.