3d-cloth-material
3D Cloth Material
Mechanism: hang the cloth as rows whose tangent angle is the fold signal, so arc length equals the rest coordinate s and the weave never stretches. Then let a thread-level weave, sheen, hem thickness and light through the gaps do the reading of "fabric".
Nearest neighbours: 3d-high-resolution-textures chooses texel density, mipmaps and delivery for any material; use it for the budget and stay here for what makes cloth different (weave interlacement, folds, sheen, hems). 3d-wood-material, 3d-paper-material and 3d-metal-material cover their own surfaces; this skill owns woven and sewn fabric only. It is not a cloth simulation: for a character's flowing cape or a flag that collides, simulate (Verlet or Blender cloth) and bake, then keep the material rules below.
Extracted from KIBORI 木彫, a dark WebGL workshop where a roll of indigo canvas (the dōgu-maki) lies under a warm key light and had to survive a macro close-up. Ported from there: the weave bake, the stitch shader, half-circle hem turn-under, wear on thread tops, the sheen constants. Newly built for this skill (Kibori has one indigo canvas, not three fabrics): the tangent-angle fold curve, satin and twill interlacements, silk/wool/linen tables, tabs on the rod, raw-edge fray, fold AO, backlit transmission, wind. demo.html is the reference.
Demo: Three.js r169 · WebGL · GLSL (MeshPhysicalMaterial + onBeforeCompile), vanilla JavaScript, no post chain.