Cloth Physics in Blender - Create cloth simulations, animations and cloth models using blender 3D | David Jaasma | Skillshare
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Cloth Physics in Blender - Create cloth simulations, animations and cloth models using blender 3D

teacher avatar David Jaasma, 3D enthousiast and ofcourse teacher.

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Cloth Physics simulations in blender

      1:33

    • 2.

      Cloth Physics Introduction

      1:42

    • 3.

      Cloth modifier in depth

      21:08

    • 4.

      Exercises explained

      1:01

    • 5.

      Exercise 1 Blanket

      15:41

    • 6.

      Cloth simulation workflow

      3:13

    • 7.

      Create realistic fabric/cloth materials

      15:31

    • 8.

      Cloth + Forcefields

      3:55

    • 9.

      Exercise realistic flag

      21:35

    • 10.

      Exercise towel

      17:46

    • 11.

      Exercise curtain basics

      6:58

    • 12.

      Exercise realistic curtain

      23:14

    • 13.

      Curtains tips and tricks

      11:16

    • 14.

      Internal springs + Pressure

      7:06

    • 15.

      Exercise pillows

      21:53

    • 16.

      Cloth brush

      12:36

    • 17.

      Face sets and how to create a realistic cloth mesh

      10:33

    • 18.

      Cloth filter brush

      3:37

    • 19.

      Exercise Cloth filter Chesterfield

      8:27

    • 20.

      Exercise Cloth filter Pouf

      4:31

    • 21.

      Create clothes in blender

      8:32

    • 22.

      Create clothes with pattern sewing

      26:08

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About This Class

About this class:

In this class, you will learn how to create cloth simulations in blender.
With a basic knowledge of blender, you can start creating amazing cloth simulations and models.




You will learn how to:

  • Manipulate all the settings and values in the cloth modifier, to get the cloth that you desire.
  • Use the correct cloth physics workflow.
  • Use collisions and pin groups to control the cloth simulation.
  • Add a particle system to your cloth simulation. This way you can add hair to your cloth or even fire if needed. (everyone needs fire)
  • Create realistic cloth/fabric materials.
  • Create realistic cloth wrinkles with the sculpting brushes.
  • Use forcefields to manipulate the movements of the cloth.
  • Use sewing to create clothing pieces.
  • Work with internal springs and pressure to create 3D cloth models.
     

With this knowledge, you will be able to create all these exercises.

Is this class for you?

  • Do you want to create any of these exercises?
  • Do you want to create cloth simulations?
  • Do you want to create 3d models like a curtain, pillows, or anything cloth-related?
  • Do you want to understand the cloth physics workflow?
  • Do you want to create architectural visualization renders?
  • Do you want to create cloth animations?
  • Do you want to create clothing for your 3D characters?

If your answer is yes to any of these questions then I highly suggest you download the files needed for this class and jump right into the first lesson!


To start this class you will need:

  • All the files that are downloadable for this course (the files are zipped. You can use a free program like 7-zip or WinRAR to unzip these files)
  • A laptop or computer with blender installed - (In this class I use blender 3.0)
  • A basic understanding of blender. (don't worry, this class is not hard to follow, but some basic knowledge will help you along the way)

Meet Your Teacher

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David Jaasma

3D enthousiast and ofcourse teacher.

Teacher
Level: Beginner

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Transcripts

1. Cloth Physics simulations in blender: Welcome to the cloth physics in Blender class. This class is for anyone that wants to learn how to create cloth simulations and realistic craft models in Blender 3 and above. In the first lessons, we will go over the settings in the cloth physics modifier because texts can be quite boring. I also provided official representations of most settings. Fifth, this information we jump into our first exercise in which we create a blanket. After this exercise, you will learn more about the general cloth workflow and how to create realistic craft materials. You will also learn how to make cloth interact with force fields. This way, we can create a flag which interacts with a wind force-field. Growth can even be animated with Shape Keys. This makes the creation of realistic curtains so much easier than at once used to be. The cloth simulation is a modifier, which means that we can also put a particle system on top of the cloth simulation. We have this, we can create a nice soft fluffy towel. But cloth is not only for flat 2D models. We can also use pressure and internal springs to create 3D cloth models like pillows and much more. There are special brushes to make your treaty cloth models even more realistic. As last, I will also showcase how to create clothing with the cloth physics. I hope you are as excited as I am. So let's jump into the first lesson. 2. Cloth Physics Introduction: Welcome to the first video in this class. In this video, I will explain to you how the cloth physics works and are also visually showcase the differences in the cloth physics settings. As you can see, changing a few settings in a cloth face expandable can create Feste different results. But how does blend that calculate the Croft Physics? And why do we even need to notice? Well, let's take a quick look at this image. Internally, cloth physics assimilated with virtual springs that connect the vertices of a mesh. There are four types of springs that control how the cloth bands we need to notice because we can modify the springs while changing the properties of the physics step. Here you can see that tension, compression, shear, and bending are settings that regularly reoccur. These are the four springs showcased in this image. Dark blue are tension springs. These control the stiffness of the cloth. Rats are compression springs. They control the amount of force required to collapse or compressed cloth. Light blue or cyan artist springs that also control the amount of force to collapse or compressed across Bots does this in an angular deformation. As last we have green, the angular bending springs. They control how resilient the cloth is to folding or crumpling. Now that you know how to claw physics works internally, we can take a deeper look into the cloth physics modifier. 3. Cloth modifier in depth: As you can see, there are loads of settings inside this graph modifier. But let's start with the cloth presets. In Blender there are five presets, cotton, denim, ladder, robber, and silk. These presets are a great way to pick a starting point of your cloth. In most cases, you will only need a preset and do not need to play around with too many of these settings. But because I do want you to have the freedom to change any option and create any kind of graph there is. I would like to go over to settings in this video. Let's start from the top. Quality steps. Set the number of simulation steps per frame. Higher values result in better quality, but will be slower, as you can see in this preview, lower or too low quality steps also create problems with collisions. Speed multiplier. With the speed multiplier, you adjust how fast time progresses in the cloth simulation, this could be helpful for slow motion animations or examining your animation. Underneath physical properties, we have two settings. The vertex mass, which is the mass of the craft material. This just means the weights or how heavy the growth is. And we have air viscosity. Air has some thickness to it, which slows following things down. With this setting, we could similarly to cloth in an outer space or even on the water. And we can also see bending model. This automatically is set at angular because this is how the newer versions of Blender calculate the cloth simulations. I would suggest keeping it at angular, the NIF stiffness, we can see the four settings which directly impact the four virtual springs, which we talked about. Tension, compression, shear and bending. Tension directs how much the material resist stretching. Here we have two pieces of cloth. They are almost identical. Just attention is different. This one has a tension of 500 and this one has attention of one. From the top. They look quite the same. But if we start playing, you can see that this one with a lower value has less tension resistance, so it expands more. So if the value of tension, you can decide how much you want your cloth to expand. And compression is how much the material resists compression. Here we have two identical pieces of cloth. I'm looking from the top. And the only difference that is here is that the compression at the stop cloth is five hundredths and here it is 0. If we play this, you can see a clear difference between these two. There is way more deformation happening in this bottom one, which has a compression resistance of 0. So lower amounts of compression makes your cloth able to shrink. What is tension and compression. Let's take a look at this image. When an object bends, it is under compression and tension at the same time. The top of the beam is under compression, while the bottom of the beam is under tension. So tension is the force which attempt to elongate an object. And compression is a force which attempts to shorten an object. The shear is how much the material resists shearing. Let's look at shearing. So if I play this, you can see that there is a obvious difference between the top and a bottom plane. These cloths are different because of the shearing. In this top one we have a resistance against shearing, and this gives us a diagonal resistance lines here. If you don't have any resistance to sharing, you get this smooth cloth. These diagonal resistance lines are especially noticeable once you also have your attention and your compression low. At last, we have bending. Bending controls the wrinkle coefficient. Higher numbers create larger folds. If we look at 300, you can see that the value is a little bit too high. The cloth starts to act a little bit weird. But we can also see that the wrinkles themselves are actually nice and big. If you put the value a bit down, you will see that we get rid of that weird cloth movements, but still have those nice big folds. These are all the settings inside the stiffness section. We also have a damping section. And you can see that these are exactly the same as in the stiffness bought off. These values will dampen the cloth behavior. Tension is the amount of damping in stretching behavior. Compression is the amount of damping in a compression behavior. Shear is the amount of damping in shearing behavior. And bending is the amount of damping in bending behavior. And to be honest, I barely see a difference in all of these except bending. Bending doesn't seem to have a little bit of a difference in these previews. Now. These next two sections here, I will explain them in an upcoming video. This is because these are often used for more 3D models. And our first want us to just dive into more 2D models like a cloth or a flag. And then we can always dive into these here. So let's talk about cash. And what can we do with this whole cache section? With the cache, you can save your simulation physics. Right now. You might have already seen that if you play your animation, it needs to calculate. And it will leave this dice little blue line behind. This essentially is already calculated about if you do it in a just with this timeline, you can see that if you go back and forth and back and forth, you get a very quite weird results sometimes. That is because nothing is really saved. Every time it starts to replay from the start. With the bake, you can essentially save this. So let's start from the top right here. We can write whatever you want the sketch name to be because she could even have multiple cache files per model. Normally you don't do it, but it is a possibility. So let's say this is collision sphere. In this correlation is fair. We can choose a simulation starts and ends. So normally this is set at 250. So if I bake this, you will see that simulation starts at one and ends at 250. And now wherever I click, you don't see anything going wrong because this essentially is all saved. S You can also see, but it's blue line. We can delete bake if you're not that happy with it, and change, for instance, the end or whatever options you want to change. Now if you bake it, you can see because we put the ends at 150 frames, our simulation stops at 150. But what do all these other options mean? Let me delete the bake and explain them. So calculate the frame, essentially just calculates until the frame that you have selected. So if I wanted to only calculate to frame 60, you go to frame 60 in the timeline. Click on Calculate the frame, and we will calculate until frame 60. Now, you can see that we have an end here. So if I do calculate the frame until a 170, it will actually only go to 150 because there is our end. We also have current cash to bake. I said before to you guys that if you just play this around without any bake, that a certain cache will already be calculated. It only goes really wrong when you start to play around in here, then we will get like really problems. But if you already calculated this, you can click on current cash to bake. It doesn't really requiring extra baking time. But you can see that now these frames are essentially saved. These three options here, for just one single a quantifier. So if I wanted to bake all dynamics or delete all bakes or update all to frame. These three last options will essentially talk about all the dynamics in your scene. If you have maybe craft, but you also have fire or maybe even combined, it's like a burning cloth, then you click on bake. Our dynamics. In this case we don't have it, but normally when you have more dynamics, it will of course, take more time to bake them all. Now we also have delete all bakes. So this will delete all the dynamics. We have. Update all the frame. You can select the frame just like calculate the frame. But now it's all dynamics to that frame. And that's it. That is essentially the cash modifier. We can talk a little bit about the disk cache. We have the disk cache. You essentially save your dynamics inside your blend file. Right now, if you click on this and try to bake it, it will probably give you an error because you first need to save your blend file before you can use this cash. So keep that in mind. We've used library path Blender creates a new folder, and in there your cash will be saved. We also have compression. In some scenes, you use a lot of physics and physics caches could be quite large. So you could compress some data to save some space. But the heavier the compression is, the more CPU it requires to compress or decompress these cache files. I also talked about the fact that you could have multiple caches for model. If we click on plus, you can essentially change anything in here. Maybe I want to see the difference in robber. You could click robber and maybe I also want a different collisions. So now, right now we have a sphere, but if I create a cube, make sure this has a collision. And then start playing this or baking this. You can see that now this cloth starts to act on this cube, right? So now we can do collision cube. And if I select the collision sphere, we will see what happens when we use this ferrite. So now even goes through our other model. And if I select Correlation cube, you can see what happens when it collides with the cube. As you can see, you can change a lot here and you can have multiple caches. Next we arrive at shape. In shape we have pin group. With pin group, you can select certain vertices which you can use for your pins. What does this mean? Let's select one vertex, go inside the object data properties and click on Plus for vertex groups. This is going to be our pin group. I always like to rename them to paint group so I can find them later on. You need to assign this vertex to this pin group. Now, in the spring group, only this vertex is assigned to it. Let's go back to our cloth modifier in the physics properties. Here we can select that pin group, which we just created. If we now start playing, you can see that the pin or the vertex at V pins stays in place. But you can also create a pin group in a different way. So I've deleted the spin group for right now, and I will just use my weight paint. Once you grab a weight paint, you instantly see that a new vertex group will be added. Now, if we go to our cloth properties and make sure I'll go back here and object mouth. Then I can select this spin group and just start playing as well. You can see that it instantly works just like a normal ping group. The difference, however, with this pen group, which is done with a further explained, is that we can change the stiffness. One, as you can see, it gives us this stiffness. If we put it to 0, we have less stiffness. And we can of course put it all the way up. And now everywhere which we have painted will be a higher stiffness at say, let's talk about suing. Suing does not have anything to do with the pin group. So it is something separate. What we can do with suing is quite interesting. Every edge in-between a normal filled plane or model will be seen as a little piece of yarn that will be used to sue these two pieces together. So if I click on Play, you can see some clothing there'll be created. I'm very quickly going to create a new model just so you can see what is happening. If we just create little dress or whatever, which will do you will first start with a normal simple shape. Then move this width down. Then we of course need some extra edge loops or otherwise, we don't have enough geometry for our cloth modifier. And now we're going to extrude this extruder around the y-axis. In this case, wherever we have edges left only the etches, those pieces will collapse together. So first of all, we need a hole in here because, you know, her body needs to fit through so we can just delete these faces and also on the bottom. But here we do want these edges, so you delete only the phases. These edges are still intact. Now if I select this model, go to cloth, scroll down, make sure my suing his own. Now this will pull all the loose edges together. So you can see that we create a little dress. These edges are essentially suing springs. These are virtual springs that pull the vertices on each side of this edge together. We can put a maximum chewing force, which is the maximum force that can be applied by the springs. And 0 is unbounded. So now any force can be applied. You can, of course put his higher. And you will see that there's less strength applied to some of these vertices or nodes all the way. Both together. We have also a shrinking factor. And shrinking factor is the factor by which the cloth shrinks. And if you have a negative value, this controls the amount of cloth to grow. You can see if you use Dynamic Mesh, this allows you to animate the cloth with shape keys are modifiers. Right now we have arrived at correlations. The first setting inside the collisions is the quality. The default quality is set at two. For previews, this is quite fine. But I often bump this up to five because I don't want to risk my simulation to go through any of my collision objects. Higher numbers, take more time, but the insure less tears inside your fabric, but also less penetration between the cloth and the collision object. So object collisions enable you to deflect this cloth with another object. However, we need to first add another model. So in this case the sphere, then ensure it has the collision applied to it. Now, because our object collision is ticked on, these models will start to collide with each other. The distance is automatically set at 0.015. This often is way too high. You can even put it at 0.001 or maybe a bit higher. But often this whole fixed problems with this collision. We have impulse clamping, as we can see here. This fence explosions in tight and complicated collision situations. Sometimes something is to tie together and collisions don't really know what to do. And it starts to explode out of charter, then you can put this value higher. We have vertex groups. In this case, the vertices that are in the group will be excluded from the collision with objects. And we have correlation collection. Only objects that are part of this collection can collide with a cloth. We also have self collision. If you play this, you can see that it starts to collide with itself. Rather it goes through each other. If you turn this on, however, and let's play this again, you will see that now the cloth will collide with itself. This again, dust take extra time when assimilating. We also have friction here. If the self correlation, we can put a coefficient for how slippery cloth is when it collides with itself. For example, if you use silk, this will have a lower coefficient. Then using cotton. The distance, this distance is the same as the distance in object collisions. And often this one is a bit too high, so you could also put this one lower. Again, we have impulse clamping this fence again, the explosions in tight and complicated collision situations by restricting the amount of movement after collision. Also for this, we have a vertex group. So here you can assign vertices to exclude it from self collision. You might think, okay, my self-creation has friction, but why doesn't the object collision half that? Well it does, but you control this inside the objects collision. Here you can see every collision has also multiple options that you can change. And we want to focus on the soft body and cloth. So here we have damping, thickness, outer thickness, enter, and friction. These are all the coalition settings. The next two steps are quite unimportant. Smi, I'd say the property weights allows you to set maximum values. So if you want to constrain a certain crop properties or even in certain vertex groups, you could do that here. The field weights are very handy if you want to maybe turn off the gravity or turn off a certain force. Here you can influence all these external force effectors. These are all the basics of this whole growth modifier. Of course, in upcoming videos, I might go a little bit deeper into some of these options. And you will see certain stuff that comes back over and over and over again. But I hope you guys now get a basic understanding of what everything does. And now you can also see what you can all do if this, because it actually is a quite advanced to in my opinion, you can do load shift this and that is why I also created lots of exercises for you to try. I hope you guys are just as excited as I am and I'll see you guys in the next videos. 4. Exercises explained: Welcome to this video. This class has lots of exercises, and in the next video you will already started with your first exercise. I have created multiple files for you to download. These files you can get her modals, files, textures, and even HER eyes. I enforced the back these files in zip files because Skillshare has a limited file size that I can upload. I personally recommend you unzip the files with a program like 7-Zip or wind power. Some textures and models will be re-used in multiple exercises. I would also like to explain that a carefully put these exercises in order. I would not recommend skipping any exercises or videos overall. If a file is not working or missing, please let me know. I can update the Download folders. As last, I would like to ask you to share your render Swift me. This way I can give you valuable feedback so you can grow as a 3D artist. 5. Exercise 1 Blanket: Welcome everyone to the first exercise. In this video, we're going to apply everything that you learned in the last videos. So what are we going to create? Well, we are going to create a nice blanket that falls on top of this couch. And we also go over a little bit of the workflow that is needed to create good-looking cloth. Of course, it will also be a separate video which talks about the workflow only. But right now, I just wanted to create something. So let's create our blankets. With Shift a, we could add a plane, and this plane is going to be our blankets. So you can also rename this to blanket. With our blankets. We first need to think about how we create spanked or what this blanket will look like. Right now we need to think about the shape of the blankets. Most blankets aren't just square. If you scale this a bit down, most blankets will be a little bit like this. Just scale it down and move the bit into place. Now, control a and apply the scale about them I want you to do now is go inside edit mode. So click on top with tools and blender, like the claw, physics or sculpting even we need to have quotes geometry, but the geometry should also be nice and square, so even distributed. If I just simplify this, you can see that my geometry is actually a little bit elongated and rectangular. We don't want that. So Control R, you can add extra edge loops. You can see that's a nice little yellow line will be added. If I click this, you can see that I can still move around. But if I wanted to be perfectly in the middle, I just right-click and it snaps back into the middle. Right now you can see that we have two nice squares. And now I can start to simplify this. So everything will be nice and square. In some cases, you cannot just add one edge loop. So you need to create more, right? So if I scroll up or down, you can see that I create more or less of these edge loops. Let's say I do three here and then two here. In my case, this doesn't create nice, as nice squares as just one edge loop in the middle, but it depends totally on the shape of your blankets. So keep that in mind. You can add more or less. I want you to have all squared geometry. You can start to subdivide it. Let's say we stop the fight at the few times and end up with this geometry. You might think, oh, I'm just going to add a whole lot of geometry. This will create better results. That is still totally true. If you create more geometry. First of all, it would take a lot for blender to actually simulate the cloth, which is already a bad thing. You don't want to wait hours for a cloth simulation to be done. And then you might need to change a little bit, so you need to delete the begun and bake it again. That's just not really handy bought, but also could be deceiving is we need to look at the wrinkles of a material that we are creating. Also in real life, a pillow for instance, depending on the material, will have a certain amount of wrinkles but also a certain size of them. And if you just create a lot of geometry, blender actually kinda looks at this model-like a scale-up version. So if you just add too much geometry, it will just think that this blanket is the size of a football field. You have to keep that in mind. It's not always better to just add more geometry. Once you have a decent amount of geometry, we also need to UV unwrap it before we're actually going through, simulate it. And it's very easy, especially with a square like this. Just go to UV Editing. Click on eight, checked everything that you and then unwrap in pillows, cushions, and some auto models. I've wouldn't advise already UV unwrapping it. But in a lot of cases it is better to do it beforehand because after the fact, your model might have deformed in such ways that the materials or the textures will just be warped and it doesn't look good anymore. So that is why we do it before. Let's add some modifiers. The first one that we want to add is the cloth modifier. And you can add it in the modifiers section, or you can go to the physics properties. And physical properties is probably the better way because here you can see all the options instantly if we play this. So let's grab a timeline out of here and then click on space to play this. You can see that it will just fall through everything. That is because our plane or our blankets is not colliding with anything. We want it to class if the couch, so select the couch and click on collision. Now the blankets will collide with the couch. That's split us again. And you can see that it now collides nicely. Also, you can see that I often click here and then pay the animation. That is because I just think it's fiddly to do around the 0. I'm not sure why, but sometimes it just creates problems. If you start at frame three, for instance, by accident, then it acts sometimes differently than just playing it all the way from the beginning. What do we want to do here? First of all, I do think this geometry is not good enough. Even if I do Shade Smooth, you can see that there are barely any wrinkles. It just doesn't really look like a nice cloth or blankets. So we can go to modifiers and add a sub deficient surface. I'm gonna put this up deficient surface before the prof modifier because I actually wanted to simulate this extra geometry from the SAP deficient surface. The render and the levers few port could be the same. If you want more geometry, you essentially just put the left us viewport higher. Now you can see that something weird happens here. That is because we added all this extra geometry and we have to replay this. And this creates already way better looking folds and wrinkles. I actually liked this. This case is also quite nice because we can go higher or lower and don't really have to add extra geometry in here. The R2 problems here. First of all, we have a big space in-between our blankets and our couch. And you can see that here we've got some artifacts that's because the blanket goes through each other. It's not just colliding with itself anymore. So both these are collision problems. The first thing, let's fix this on first is the huge space in-between the couch and the blankets. If you select the couch, go into the physics properties. You can see that we have underneath collision, the soft body and cloth collision settings. We have damping, thickness in a thickness and friction. So let's start with friction. If we play this, you can see that It's slides around, across slides around our couch. If you put the friction higher, it can go all the way up to 80. Then you can see that the, it doesn't slide anymore. There's no friction. If you don't want it to slide that March, you can maybe put it to ten or aids. Little bit of signings. Okay, but too much could be a bit annoying. Inner, this is mostly used for soft bodies. Don't really think about this to March. But thickness outer, which doesn't really say, but if I scroll this out here, you can see that thickness outer Esquire importance because thickness outer is essentially the thickness that it keeps in-between these two pieces that collide together. If we put this lower to 0.05, maybe you can see that now it will fall a little bit closer to each other. You don't want us to put this too low because then you can essentially see the couch through the blankets. So that is not really what you want. The problem is there are still a huge space in-between them. You can think like, Oh, I'm gonna put this thickness even lower, but that is not gonna solve it. That is because our cloth itself, if we scroll down, has also a collision section and 50 correlation section right here, we are colliding with objects, has a certain distance. So if I put this, this and slower to 0.05 and play this again, you will see that now they will fall even close to each other. Perfect, and that is everything that we need. I don't want it to go even closer because I'm also going to create a bit of a thicker fabric later on. Now, the quality steps could be handy and it's always good to put it higher if they're ever going through each other or any problems like that, just put it higher than in this case, we don't have it yet, but that could always be the case. Now, this part here we've already talked about it. It goes through each other, so we wanted to self collides underneath object collisions is also self collision. And if we play that, we can see another problem coming off. Of course, it starts to act quite easily, but kind of post itself together instantly. And that is because the distance here and self collision also has to be a bit lower. Just put it 0.005. This is not always the case. It depends on the size of your models. It depends on sometimes it works, sometimes it doesn't. It's weird, but if you ever have this problem, just put the distance a bit lower. Now if we play this, you can see that we get a very nice result. And also our model is not colliding with itself anymore. And it is closer to the couch itself as well. Now that they have a decent amount of geometry, if we have UV unwrapped our cloth and we have no collision problems anymore. We can start to think a little bit about where we want to position our cloth. What do we want the scruff to do? And maybe some extra modifiers to make it look even more realistic. So when we have this cloth, we can go to 0 here and move them around. If you just put it quite flat, it will fall flat down both we have self collision. So we can keep in mind that it can also collide with itself. In this way, you can create these cool rid of wrinkles when it falls on top of each other. So if you'd like that, then you can always go into cash and bake it. By the way, if you wanted to bake your simulations, you have to keep in mind that you probably do not need to bake all the way to frame 250. In some cases you do, but in this case we don't need to because I might already like my bake around frame 100th so I can put it to hundreds and then bake this. When it's done, you can just play back and forth and choose a certain frame which you like. If you don't like your results, you can always delete the bake, change whatever you want to change, and then bake it again. Let's say I'm happy with what we have right now. What we can do is add some more modifiers to create a better looking model. In this case, I want to add a solidify modifier. And a solidify modifier that says it says it makes our model solids because a blanket, It's just not a thin piece of whatever it is is. We can just adjust the thickness and see what do we want to have. It is quite hard to see how thick we want this to be and the quality of the cloth is not really there yet. I would like to add also another subdivision surface. This soft efficient surface stays after eight o'clock modifier, it just stop the FIS was ever the result is from these two modifiers before it. And now we can still play around with both the South deficient surface the last time we can put it higher if you want, lower. And we can still change the thickness inside the solidify modifier. So this creates a very nice realistic looking blankets. Once we've have this done, we can keep it at this or we can apply a certain frame. Let's say, Oh, frame 90 is really what I want. Then first apply the first self-sufficient surface, and then you're going to apply the cloth modifier. Now you can see I cannot move anymore, it's just in place and this is the model for right now. Let's go to shading to create some nice luca materials. If you go to Object, select your blanket, click on new. We can also rename this material two blankets. Here we can start to edit this material. I already created a nice material and I've just going to use debts. And I will highly at phi should go into preferences underneath edit. Look for the Node Wrangler add-on. Make sure this arm and Save Preferences then select your principled shader. Click on Control Shift T, and then you can see that it opens the browser. And now what you can do is you can select all of these fabric textures that I've given you. Select them all, and then click on principle texture. Setup s, a little warning. Normally we do not. It needs all of these textures. There are lots of textures per material and brown a kind of figures out which one is it needs once you select all of them. But in an upcoming video, I will actually show you which textures when needs and also explain why we need them. So an upcoming video, we'll actually explain the whole material process. But now because I want this first video to just be quick and fun, I would just advise you to select them all and follow through. And now you can see that all of these are imported instantly without any problems. If you go into the rendered viewport shading clinical 0 just so we can see it from the perspective of the camera. Here we can see a nice couch and our blanket. In this case, the blankets. That actually is way too big, right? So go inside the mapping and put the scale up. So maybe 77. And here you can see that we get a way better result. Essentially. Very, very cool. We get this nice reflection zone here. And the only thing that you might be able to change here inside the principled shader is just put the xin even higher to create even more of these nice reflections. All of this is added the ball. But yet that is essentially how we create a nice and realistic look at blankets. Now, if you click on F2, you can start to render this. You can still change the lighting around. Also, some things might already be changed. Maybe I changed the lighting a little bit in the exercise blend file, just so it looks a bit better. So maybe it looks a little bit different on your screen and mindless and of course your fabric or your blanket is laid out a bit different. But I would hope to see this random from you guys. And this was the first exercise that we have created. I hope you guys learned from this and will see you guys in the next video where we're going to learn even more. See you guys there. 6. Cloth simulation workflow: Welcome to the cloth physics workflow. As you can see, this chart is a little bit old, but I took it from blenders websites. I think it's a great starting point. And there might be some things that need to be changed a little bit, but in general, this is totally fine. So start with one model, the cloth objects as a general starting shape. So you always want to think about what is this fabric or Croft properly made out of? How did they got it in the beginning to end up with a result like what FEC maybe in your reference images. If you have just a round tablecloth, you want to start with a round shape. If you have a square one, you want to start with a square one. Number two, you just have to designate to object as a cloth in the physics step. Just select the model that you want to simulate. Then go into the modifier or Physics tab and click on cloth. In step three, we need to make sure that we also have our collision objects. So if you want your cloth to collide or interact, if a certain model in your scene, selected model, and make sure you go into the physics step and click on coalition. In step four, we often create some decent lighting for our scene. Also put the camera in position and start to UV unwrap if necessary. Once the UV unwrapping has been done, you can apply materials and textures if needed. In step five, you can add particles if you want to. Maybe you want the clock to have fire or even some hairs on it, right? So we can create some good-looking towels because those have all those little hair or fabric strands. And we will also do that later in this class. In step six, we're going to run the simulation and adjust any settings to obtain satisfactory results. The Timeline editor is very important to this, and that is because you can keep replaying and check your simulation. Step seven is quite optional, but sometimes you can already h the mesh as they call it. What you can do is you can run the simulation, then apply it and run it again at this point. That this doesn't really happen a lot, but sometimes she wants to have a different starting shape than you buy. You start with. Also this cubic, quite handy, but it's very specific. And now we are at eight, which is the last step. And in the last step, we can make minor edits to the mesh on a frame by frame basis. Maybe you have some tears in it. This doesn't happen a lot anymore. Back in a time when habit a bit more often you can resolve this already if you have good quality settings from the get-go. We can often forget about this part, but in some cases you might need to do some minor edits. This is the workflow. As you can see, it is quite general, but the general workflow is always good to know. This is the workflow. And I see you guys in the next video. 7. Create realistic fabric/cloth materials: In this video, I will show you how to create realistic fabric materials inside blend there. As you can see here, we have a decent looking material. This is all because of all of these textures. Where do I get this textures from? I personally use the upholstery generator. I have bought this generator from polygons and calm. It is a 100 credits which is around 30 bucks. And if you make a lot of different kinds of fabrics, I would suggest you get it. But most of you are beginners and adjust looking into this. And for you guys, I provided a lot of different materials for you. And I will also show you ways in which you can actually edit these materials. From five or six materials. You can essentially make hundreds of different kinds of materials. So don't be too upset that you don't have this generator. So why do we use a generator? Well, let's say you make a picture of a couch. The problem is, all of these fabrics have threats, these threats running through them. And it's very, very hard or almost impossible to make these threats seamless. Inside Photoshop, you'll have a picture and make it seamless. Also, getting this kind of detail is also nearly impossible because you need to be very close up. Make a picture, then try to make it seamless, and then you get this others of warping. That is why we use a generator. And now it doesn't matter if I'm a skill one or at a skill. I don't know, 20 or 60 doesn't matter. We have no seams in here and it will always look great. Let's just start with this basic setup. The first thing we need is of course an image texture. We can combine this with the principled shader. The first thing that we're going to add is a base color. So let's go to your material and choose a base color. Also, here you can see that there are loads of different textures, but I assure you that most of them will not be needed. The other structures are essentially export it from the generator. Bots. A lot of them are maybe for different programs or if you want to use it in Unity. Here we only need like four or five textures to actually create a decent looky material. The first thing, as I said, is the base color. This base color looks good. You can see that even the base color is not just one flat color. It actually has some of the threats here. You can see also that this is a bit too big, so we need to have a texture coordinate note combined with a mapping note to actually scale this texture up, I'm going to use the UV. Then the vector goes into the vector. Here. We can scale this up. So maybe three times three. Very cool. Now, we can even do bigger five-by-five or if six by six and everything will still work rate because it is seamless. The next thing that we want to use is a specular map. Use another image texture can put this in the specular and we can open the specular texture right here. Also, this one is combined with this mapping note, make sure once you add any of these grayscale maps or even the normal map that we use, non-color color space. We have the color map, however you want to use sRGB. The next thing we're going to add is a roughness texture. So here we add our roughness. This of course goes into the roughness. Roughness essentially just specifies the roughness of the material. So it has to do with the reflections. If it is at 0, you can see that this very reflective. And the closer we go to one, the more rough it will be. Essentially. Most fabrics are quite rough, let's say, and don't give us that much of a mirror like reflection. And as last, we want to add a normal map. The normal map looks like this. And the normal map gifts AS some height detail. It fakes it, but just in a really good way. We can also combine this with the mapping. Note, the normal map and the color here are two different colors. So if you look at this little dot and this dot, this one is yellow and this is purple. Normally this is not really good. So we're going to add another node, normal map notes. Now this color gets converted into purple and we'll actually work as intended. Of course, we need to go at the viewport rendered to really see the result that we are getting here. I personally also put the shin all the way up because the xin kind of gives us these reflections. If we think about a cloth, it has all fairly small little hairs and those hairs catch light. And that is essentially what we see here. It makes it more realistic when we add a shin. These are essentially all the textures that we need to create a decent looking material. This setup, as you can see, can take quite a while. There is a way faster and quick way to do this. I can delete these here. What do we need to do? We need to go to Edit Preferences and makes sure underneath add-ons, we have our Node Wrangler add-on. Ticked on. We need this node regular add-on, because if you select a principled shader, pick a control shift and t, then go to the fabric green stripes and select all the textures that you need. So just the ones that we have talked about before, we need the base color. I'm hauling control by-the-way to select my next one's roughness, normal, and specular. Now if these maps selected, you can click on the principal texture setup. And here everything is setup at once. The only thing we need to change here is of course the scale. And maybe you want to put the sheen on if it's not on already. This, as you can see, is way quicker than adding all of them by hand. Let me now show you some ways in which we can edit our material. The first and obvious way is changing the color. You can just do this with a UN saturation node. Yeah, just play around with these values. So if you want a different hue, you can do it here. Saturation as well, or even value. So this is just a very quick and easy way to change the color a little bit. You could also just create your own colors. The problem is if you have this base color, we already talked about the fact that this base color itself already has some of these threats inside here. It's not just one flat color. If we just use a normal base color, which is, let's say blue, then we can see that it does not look as realistic as a base color map, which are already has some depth in it instead of just a flat color. Weekend, however, change something. So if we change this base color hair to ambient occlusion map, this ambient occlusion. It has wider and darker values. As you can see, we can combine these wider and dark values with a color. So if you use a mixed RGB nodes, make sure it is m be the occlusion is in color. We want the color space to be non-color data, and then a mix shader we want it to set at multiplying. Now if I have a color, it will be multiplied by this amide occlusion which has some dark areas in it. So this purple or whatever we have is not just one flat color, it actually has darker purpose inside as well where these shadows are right? Now if you use this as base color and then look at our principal shader, we have a way better result. This is also a way to create different colors for your fabric. How far can we go into this? Well, you could use different colors. You can even use other image texture. So if I use an image texture in here, which has maybe a different kind of pattern. That is also possible. Of course, in this case, this pattern needs to be in a multiplying map, but you can see that this is also possible. Or you can even create your own textures. So if you are going to put in a new image texture, rename this to fabric. Then outburst, he puts it the biggest a bit higher, so we have a bit more detail. Let's say we want a nice and greenish color to start with. Then I can go to texture paints and I can essentially paint on here or on here. And you can change scholars wherever you want me want something nice and blue hair. But all of this is possible as well. All right, so again, very cool if you now to go to the random viewport shading, we create our own color map. And I hope that you guys can see now that you don't really need that generator, it is handy, but it's not necessary. Those are ways to edit this base color. Let's go back here and just put our normal n. We can also added our roughness. So if you want to have it more shiny or less shiny out, highly recommend you do it if the color ramp, we can play around with these hair. That's a bit up to you. Normally, you don't really have these very shiny materials, but in some cases you might do. So that's you do with a color ramp. A normal map is probably fine bots, one way to make fabrics look even more realistic is to create a wrinkle map. If you look around now in your room, you probably see some kinds of fabrics or maybe if you're t-shirts. And you will see that none of the fabrics are perfectly Ireland. They are not just all flat. Most of the fabrics that you have half some wrinkles in them. Even my gardens next to me here have some wrinkles in them. Yeah, this just makes it way more realistic if we add an image texture. And in the case of a wrinkle map, I highly suggest you get a grayscale maps, so it's like black and white. And let's say I wanted this kind of fabric here, so I'm just going to open it. What will happen? We have to kind of add this as a bump map. We can use a bump map because this is a grayscale map. We should put the color space at non-color data, put the color into the height of the bump map and a bump map goes into the normal of the principled shader. Here we have these wrinkles. They are a bit extreme so you can just put the strength down until you think like, hey, this looks decent. Maybe 1.501.5, sounds like death. We have some nice wrinkles spot is not just too extreme. For Jed. This already looks way more realistic. The problem is, right now we have this bump map as our normal map. But this norm map here, which creates the nice depth that we can see in this fibers is gone. But we can combine them. So the bump map normal goes into the normal of the principled shader. And the normal map of this normal map goes into the normal of the bump map. So it's kind of a setup like this. Now, This is our wrinkles goes into the height and the normal map of the fabric goes into the normal of the bump. And both of these are combined then and go into the normal of the principled shader. You can change both the strength steel by the way, this strength only has to do with this wrinkle map, and this strength has to do with the strength of the normal map. You can still edit them both. But now there are combined. So very, very cool. And this gives you way more realistic results as you can see already. There's less. I would love to show you how to create these holes in a fabric. So we use a opacity map for debts. And this particular material already has an opacity map. So if you look at the image textures and then go to the material, we can see that we have a fabric generator opacity. This opacity map looks like this. If we zoom in, you can see that around some of these threats that we have here, there will be small little holes. Of course, we need to combine this as well. If the mapping note it is a gray scale map, it is a non-color data. Again, this opacity map goes into the alpha off the principled shader. And now they've got combined and you can see that there are small little holes inside of our fabric. This is not used a lot, but it could be handy if you have maybe a big light behind your scene and some of these little lights shine through. So if you have a flag for instance, something like that, it could be useful for them. But in this case it is so minimal that it doesn't even add that March to the realism at all. Bads. Let's say we want those big holes in there that is way more feasible. What we could do is we can just open it textured like this, an opacity map which has holes it, this myself inside Photoshop. Open it. And here we can see these holes. Of course now let's style the laws. So if we just get this mapping off of here, here we can see these big holes. And of course now it looks a bit weird because there is no burn marks or maybe dirt marks. It just looks like holes. But if you add some ways in which actually these holes could be created, which could be, maybe it's so old. So it's just very old. And then you should also make this fabric look a bit more old. Or maybe a fire happened at certain spots. So then there should be a bit more dark or black around. In those ways you can explain these holes and then it will look even better. But that is all just done with an opacity map and it goes into the alpha of the principal shader. I hope you guys learned from this and see how easy it is to actually add these images. It is a few seconds work, but I also wanted to explain some ways in which you can even upgraded or make your textures look a bit different. So you're not just tied to a certain material. I hope you guys learned from this, and I'll see you guys in the next video. 8. Cloth + Forcefields: Welcome. In this video, you're going to learn how to make cloth and force fields interact with each other. If we have a flag, we might want some Windsor to blow it in the air. So that is all possible in sub blender. These are going to be the basics. And in the next video, I'll show how to make a more realistic looking flag. Let's just jump straight into it. We're going to delete this default cube and add a plane, mesh plane. Then we need a kind of a different shape. So scale x 1.5. We of course also need to rotate this around the x-axis for 90 degrees. And I want to add some more geometry. So let's add two edge loops here. One here, so they are nice and square and then just subdivided a few times. Let's go to the physics section and add a cloth. Of course it's cloth will just fall down right now because we didn't assign any PIN group. Let's go to Edit Mode and select this last edge loop. I will go into the Object Data Properties, click on plus and focus groups and rename this to be in group two so we know what it is and then assign these vertices to the spin group. If you go to the physics properties, scroll down to shape and grab this newly created being group. Now these vertices here will stay where they are and everything else will act like cloth. This is essentially a flag without any wind. So first of all, I would also like to add some extra collisions. I wanted to collide with itself. So do collisions on and make sure that distance is 0.005, so it's a bit smaller this distance. That's also right-click and do Shade Smooth. How do we add winds? Well, click on Shift a. And down here you can see force fields. There are a lot of different kinds of force fields. And in this case we're looking for wind. So let's add wind. As you can see, this wind is pointed a specific way, so we need to rotate this and move it into place. You can also scale this up, as you can see. Now, if you play this, you would suspect it's due a lot, but the wind is essentially not doing anything. Why is this? Let's select the force fields and then go into the physics properties of this force fields. You can see we have a type which is wind, shape and strength. This strength is way too low. If it, if I put it at ten, you will not really see a noticeable difference. So let's put it to like a thousandth and see what this does. Right now. You can see that it starts to interact with each other. And even a 1000 might be a bit too low. So this is a little bit of wind. Maybe you want to have more wind in here. So let's go to 2 thousand. And in my opinion, 2 thousand gifts at quite a cool effect. This is quite nice. You can also animate these. If you want a little brief and then you want it to be more stormy, you can put the strength higher. Also noise could be quite handy because wind is not always the same strength. You can always just play a bit around fifties options here, but you can see that it is quite easy to make force fields interact with cloth. And this works on a simple model like a flag, but also are more intricate models. Let's say you have a clothing on a person. You can make wind or any force-field indirect with debt, cloth. I hope you guys learned from this and in the next video, you will learn how to create a more realistic looking flag. We want some nice wind in there, but we also want some very cool materials. So this flag actually looks realistic. I will see you guys there. 9. Exercise realistic flag: In this video, you are going to learn how to create a realistic flag like this. The first thing is we're going to do is drag in our flag image. So you can just go to the top view here. Then just drag in this image. It will not be perfectly in the middle. So we could go to item, makes sure to empty, which is in this case it's flagged image is selected and then click on 00. Let's also delete this cube and add a plane. This plane should have the same shape as this flag. So you can scale flag down. And you can scale this. Yeah, playing up, let's say so they are the same size. Let me do it this S and an X, so you only scale it around the x-axis. This seems to work quite well. Now that we can start to create our flag, we can also rename this. We need to create, of course, good geometry. So it seems like this is okay. So two edge loops here around the y-axis and then one in the x. Then select everything, just right-click and sub-divide it a few times. This seems to be enough. And now we want to do exactly as in the last video. We just wanted to rotate it around the x-axis. We can delete this image by the way, and just focus on the flag and then insert edit mode. We selected this edge loop, go into the object data properties and create a new vertex group. Let's rename this to pin group and assign these vertices towards our sign. And then we can create a nice cloth material for the scruff. I want to have a few more quality steps. Let's scroll down and look for our shape. We can put our pin group in here. In collisions. I would also like the collision quality to be like five. And then self collision can go on but makes sure the distance is with higher. Now, let's play this and we can see some decent results. Right-click Shade Smooth, and that should be it. You could always add some extra geometry with the South efficient surface. This creates more defined and higher-quality wrinkles. The problem is these edges will also get smoothened out and that is not what we want. So we're going to select all of these edges around here. If you just Alt, select and do it again, it selects his whole edge around it. Then hold Shift E and then just drag your mouse all the way to the outside and make sure it is edge crease is a factor of one. Awesome. So now it's nice and sharp edges. So what we can do now, or what we have to do now is add a force into hair. I'm gonna put my levels viewport a bit lower, just so it doesn't lag that much when I'm videoing this, but it will be rounded at the higher self deficient level. Anyways, let's add a force-field. Winds. Rotate this, then move the hair. I'm also going to scale the bit up. And then of course go into the physics properties and make the strength higher. The last time we did around 2 thousand. So I'm gonna try that again. Here we can see that that actually gives us decent results. You can also rotate this in a certain way if you want the wind to come from here, maybe a bit, rotate it, that is all possible. It's up to you what you want to create here. You could even animate the strength. But in this case we're going to keep it at this. Now we should think a little bit about the creation of the model itself because just having this cloth is not enough process. We also need to look at some materials that we might want to add later on. The first thing I want to do is I want to create a poll. What is flag on the flagpole? I guess? The flagpole can just be quite simple. It could just be a nice UVs theorem. We can scale, of course down and moved around the x-axis. Then I'm going to go into the front view, then into wireframe mode, and I'll make sure to select all of these vertices. Then click X to delete those vertices and just extrude this one-on-one downwards. We can still move like play around with the scale. Around here maybe. But this already looks better. We have a nice rounded top. And then this, all those goods, these of course needs to be connected somehow. And we could add just some Torah says to make it look like it's connected, so Shade Smooth. I'm going to make sure that my 3D cursor ends up here. So Shift S curves to select it, and then add a Taurus. You can edit tortious inside here, or you can scale it down inside the edit modes. The problem is insert edit modes. You might think you cannot make this thinner, but you actually can. Instead of scaling with S, you do Alt S and this kind of inflates or deflates the model. As you can see, you can still make them like this radius smaller so that it's very handy. So this one here, Shade smooth. I'm going to use another Torres for. This part that's rotated 90 degrees. Let's make sure the y is set at 0. This is going to be a little tourists here inside the flag itself. Make it a bit thicker. Doesn't have to be too big. We're going to make a kind of a image or video from Betfair away. So we don't really need to go into too much detail, but we still want to see it a little bit. Okay, so somewhere around here might seem goods. But you can see that now if it gets animated, this, it just falls down. You could always includes this as well. So these, all these vertices into this painting group, okay? So, uh, just select the pink group and then click on Assign. Now both these will not get moved. You could move this bit of rounds and now it stays in place. You can always do that. Could also be very handy. We can move this down, but I personally think we should just finish this and then just mirror it or duplicated off to the bottom. How are we going to connect these? I'm going to make this one a little bit larger, and I'm just going to connect it with a curve. Let's do curve, circle or nerves circle, Let's do circle in this case. Both of them are good though, and instead, edit mode, you can see that we can move this around. Just gonna be a little rope. I guess. It might be a bit hard to see what you're doing. What you could do is go in object mode, then go underneath in the object data properties of this curve, go to geometry and change the depth. The depth can be this analysis essentially the thickness of this J curve or this NURBS curve. And we can still move this around. So this is quite handy for creating ropes. And that's the kind of stuff. You can scale this up and down as you can see. You can also rotate or move these individual points as well. So it's quite handy. And I don't really want to create holes in this cloth. I'm just going to match this up a bit more and just scale this a bit down like this. So it's not that noticeable from further away. It is not noticed about the all anyways. But this is quite a handy to do. Just that is all filled up and we don't need to create more geometry. So this can be moved over here. Perfect. Now if you're happy with it, you can essentially just duplicate this over and then move this to the bottom. And that works perfectly. You could, of course, play with around here so they don't look exactly the same. It's always handy to have some randomness in your models. And that looks quite decent. This looks quite cool. And this is essentially all sorts we're going for. But if I want to move this around, I don't really want to select every single piece here and then start moving them. What I would like to do is just create an empty somewhere. So if I go to the bottom, select this whole edge loop, Shift S curves to select it, and then add an empty. So here, play an axis is fine. Then I'm going to select all of these models here, including the cloth. We don't need to select the camera or lights and also not the wind. Then as last, we're going to select the empty so you can hold Shift and just select it so it's orange in this case. Then click on Control P and set parents to objects. Now everything is parented towards this object. You can see that the cloth doesn't move with it, but we need to go to frame 0. So we can actually see that the most refit. And now we can move this around. We can move this ball around with the flag. And that actually is quite cool. So it's not just very static and moves up. So if you go to the camera, you can move this position. So view camera to View, you can just choose a cool position. Maybe in this case, we want to render at something like this. I would always suggest you still do a little bit of a prelude to look where our flag is actually going. But this actually looks quite cool. I might zoom out a bit. And now we can start to think about the lighting and of course, materials. If we look at the rendered viewport shading, I personally like to go inside cycles just looks way more realistic and make sure that the FIS to set at GPU, if you have a good GPU, it looks quite boring heights. And what do we do about this? Well, let's go to shading. Still go to the random viewport shading. And let's create some lights. So the first thing that I'm thinking about is going through the world and add an environment texture, certain environment texture. We can drag this inside the backgrounds and open an interesting one. I'm going to choose the Chiara down. Here. We have a quite cool backgrounds. So I don't want any folks to be on the background itself, so I actually want it to be blurred and we can do that in the camera itself. If you select a camera here and use depth of fields, we can focus on a certain object. So in this case, it's gonna be the object that is very close to us. And everything which is essentially far away from this object will be blurred out. If you put this f-stop lower, you can see it gets more and more and more blurred out. So maybe 0.3 or point to blurs out these mountains quite nicely. And then we can focus a bit more on this material. I personally wanted this background to be a little bit more dark. So maybe you 0.3, just so I can add some extra lights in here, which essentially will make this model look a little bit more realistic. Because if we just start to add materials, which we can do now, select this cloth, which is just our flag. Click on New. Let's rename this to flag. The first thing I want to show you is kind of an image where we're kinda going for. So this is a real image. And what they're trying to create here is some realistic materials. The first thing that we want to do is, of course have some cloth in there. You can also see that there are loads of wrinkles and even some translucency. We need to create all of those. Let's go to the material preview and first just add some cloth like appearances. And so control shift T. Then go to the fabric, select the specular rafters, a normal map, then texture setup. And here we can move this a bit down, but we don't have any code yet. First thing, let's make this a little bit smaller. So maybe scaled times five, something like that. It looks a bit more realistic. And let's add an image texture. And this image texture is of course going to be our little flag. Now we have the reflections, we have the height, and we have the colors, already starts to look good. I personally also like to use the xin in here. And if you want to change the roughness, you can always use a color ramp and play around with these sliders and even the colors in here. This is not all because we do not have any extra wrinkles in here. We could go up in more geometry that is also good, but still dead will not create the wrinkles that I'm talking about. Because often when we look at a material. So if you look in your room, maybe you have a curtain, maybe your T-Shirt, or you can look at your bedsheets. They have wrinkles. Those wrinkles needs to be recreated with a very simple texture map. Let's use another image texture and open a wrinkle map. This is a non-color data because the wrinkle maps should be in grayscale black and white picture. And because I wanted to use this as a normal map, I need to use a bump node. Bump. Color goes into Heights and the normal goes into the normal hair. And this creates these wrinkles. They are way too extreme in this case. So we could of course put this strength way down. I just want a little hint of it. Now, I can put the normal map of this fabric into the normal of this bump nodes. The normal map was still have the same strength or you can change it here if you would like to. You can put it to 0.5. Both of these normal maps are shown. Now, if we go to the render view port shading, we can see that everything right now is working as intended, but we are missing one quite big thing, and that is the translucency if we have a light in the back. So if I move this live here in the back, we should be able to see this light coming through some of this fabric that is not going on right now. So we need to add a translucent notes. You can add or create translucency with the subsurface or creating an audit translucent notes. The subsurface we will do in another exercise is going to be with the curtains. Right now, I'll also show you the translucence node like this. Let's add an edge shader. And we can mix these two together. So you can see that everything becomes white. This is because this light is very much behind it, is very close by and it emits a lot of slides. Plus the translucent is wiser. Now, if I choose a different color, it will essentially show a different color. We're going to use the same color as our flag. So we can just put a scholar into here. And I'll move this up just so we can see what is happening. You could even change the color if you would like to. In some cases, I find, especially with leaves, you can see that the leaves seem way more bright, sometimes even a little bit yellowish. If the song just shines through like that. You could add a hue and saturation note and play a bit around that 0.05 to change a little bit of the color. It is not necessary though. What is necessary is grading extra thickness or essentially parts which have less translucency. In this case, because these two pieces are sewn together here in the middle, there is a bit more fabric in the middle, so it is thicker. This means less light will go through. If you have that. Or you can see it here, even in the wrinkles. We need to also kind of fake this or create this inside Blender. We can do this with a map. So I created a map here. Looks like this, a translucent map. And this is also a nonpolar data. It looks like this. If we combine this one with this one together, then we can create this little part which is not so translucent. So I'm just going to have this creates a mix, RGB, mix these two together. And that gives us this result. So I need to change this to multiply and put effect all the way up these dark areas. Essentially, we will not have any translucency. The next thing I don't want to do is also have some of these wrinkles that we have. Also be less translucent. I'm going to duplicate this Control C, Control V. Then just drag this one up here. And I'm going to combine these 2 first. So I'm going to just drag them down, copy this multiply node, and then match them together. Bomb here you can see that now we have some wrinkles as well. If you want to make them wrinkles more prominent, use a color ramp. Use it with the wrinkle, and then just drag this black forward. So it does this. You can see here, this essentially S already good. And if we now put all of this, so these four notes into this node here, into the translucent nodes, then we get this cool effect. Now everything is joined together and we have parts where it's not translucent. Paas, we can see our wrinkles even better. If you think it's a bit too often, don't really change anything yet. First make your lighting better. Because if I move this further away, you can see less as Festival of this. So I'm gonna change this to sun, put a strength at ten because the sun is just overly strong here. And use notes. This strength we still need to play around with. I'm going to move my son a little bit back of it here. Then play just so I can see what is happening. We have some cool reflections. We do have our translucency. If the translucency is too much, you can just change it inside the hue and saturation value here. So we can just put this value a bit more down, as easy as that. I purchase. Do you think the background is a bit too bright? So if we look from the camera view, you can see that the background seems a bit too bright. So I put that to 0.1 and maybe even use a mapping notes. So if you hold this control T, You've got your mapping notes and then just move the location around the z axis a little bit up just so we have some more sky in here. It looks more realistic in that case, I feel like this is essentially what do we need to do to create a more realistic model. You can play around if any of these options, if you think like oldest wrinkles are still too much, it could be inside of this bump nodes. But because we also have this wrinkle note inside of the translucent shader, you could also make this a little bit less feasible. Both of these you can work on like that. And as I just did a very, very basic material for this part here. And that is just creating a new material, making it more towards the black or dark gray. Here. And I think I did a roughness of 0.2. You can copy this over to every single piece here. So just select all of them. Then this one is last Control L and then link materials. It's up to you how much you want to do in that. But now you can just start and render your picture or animation. And that is how we create a more realistic looking flag. I hope you guys learned from this and in the next part you're of course going to learn some extra stuff. So I see you guys there. 10. Exercise towel: In this video, you will learn how to create this towel. The cool thing about creating a tau is that we are going to apply multiple techniques from previous videos. You will also learn how to create a particle system on top of your cloth. Everything will still be non-destructive. So it could even be an animation. We're going to make a steel version off of it, but you have the ability to also make it an animation. So that's very cool. So let's just start. The first thing is we're going to do is create our towel. Let's delete this default cube and add a mesh, which is just going to be a plain scale, this plane around the x-axis for two. Of course, we need to go into edit mode and create an extra edge loop in the middle, just so they are square. And we can select everything with a and then right-click and satisfy to the few times. You don't need to satisfy it too many times, but around here will be fine. Now, I'm going to select these two vertices here. And I'll go into the object data properties That's click on Plus on the vertex groups and rename this to pin or pin group. You can also assign these vertices to this group. You could do these vertices, or if you remove them, you can also choose these ones here. Assign. These pins are going to help us to hang this towel. It's going to hang on top of a hook. And you could also do like, Oh, I'm gonna create a hook. And I tried to throw your blankets on top of the hook, but that is just so much extra work. And that is why I'm going to show you this nice pin groups. Let's make this a cloth. So go into the physics properties and click on cloth. Make sure you have this plane. In this case, we can rename this to tau selected. Now, if we play this, it would just fall down. That is because we didn't assign our pin group yet in the cloth modifier scroll all the way down. And here we have shape in shape, you can see pin group. Now, you can instantly select the group that you have created before. Click on it. And if you play now you can see that everything will be nicely. Pins and other hang upon their perfect. So what do we need to change here? First of all, I want a back wall because I want this graph to interact with the wall, but also interact with itself. So we need to work with the collisions. So Shift C, just recurse in the middle and then create a nice new plane rotated around the x-axis. And I'm going to move it one backwards. So you can see these units here. And if I do g, y one, then it will just snap back one of these units. And that's kind of where I want my Walter B. We can also rename this to wall. And we can scale this up at times, maybe ten suddenly. Now this wall is going to be a collision. So click collision, and these options are probably fine. Select a towel, scroll down. And also underneath Collisions, make sure you take on self collision. Otherwise it just goes through each other. So let's play this again. Here we can see it interacts with the ball, it also with itself. Now our Tau hangs nicely down here, perfect, right-click, Shade, Smooth. And here we can see the faults and wrinkles this tower creates. I personally like what we see here. You could play around with other options. Of course, you know how this works already, but you can also change it to cotton, denim, maybe even robber. But in my opinion, just as normal preset that we started with, actually already looks good. I don't think I need to add extra geometry. So if we don't need to do that, then we can go on and make this nice and thick. So let's go into the modifiers and add eight solidify modifier. Of course it needs to be a bit thinner. And I would like to add a soft efficient surface right now. Just so we have some more geometry and it looks all of its smoother. Both. Remember, this sup deficient surface is after the Croft modifier, so it does not get included in the simulation, so we don't get smaller wrinkles or anything like that. What do we do next? Let's create some hair. Go into the particle properties, click on plus, and now we have a particle system. This right now is an emitter. We don't want that. We want hair, so click on hair. The hairs are extremely long, so we can of course make this smaller. You can do this underneath the hair length. One thing to keep in mind though, is that our cloth or our particle system in this case, does not keep in mind all of these modifiers she heads. So it only spawns these hairs from one side of the cloth because it doesn't see the solidify modifier. If you go down into source underneath emission, you can take on use modifier stack. So now the system knows that it should take into account all of these modifiers that we have created before. The hair length is quite important. We don't want them to be too long or of course too short. So maybe 0.01. Maybe a little bit bigger. 0.03 could also be good. And we can always go back into this. By the way, it is quite hard to know how many of these you want to span. It depends on your model. Sometimes just a one seed is not the same as another scene. So this takes a little bit of figuring out doing pretty rounded as a squat importance and just seeing what is happening. In this case we have a number of thousands. We know that there is not enough. Also all of these thousands are already shown here. But let's look at the shape first. If you go into the future shedding rendered, we can see what is happening here. By the way, you have to go to render engine cycles. And now you can see what the hair actually does. I also like to put the device at GPU. So we're using a GPU instead of CPU. It's just the way quicker. These are our hairs right now and they just look ridiculous. It doesn't really look like hair that we would expect it to be. That is because the shape of the hair can also be changed. Let's go back to the particle properties. Let's look at hair shape. Right here. We have a diameter of one and a tip of zeros. So that is why it's tapered off. If we put both of them at maybe points to we get more of the shape that we might expect in a towel. Right now, you can also think it's this large enough or is this too big, right? So I think the hair length might even be a bit too big, so 0.2 points, one might work better in my case. Again, in your case, it could be a bit different. If we look at these hairs, they look decent and I would like to look at them in the solid viewport shading just so you can see it's from this. They look decent. Bots. If we look at this, you can see that they are just straight. They almost look like cactus needles instead of those kind of tower fibers which go off. Those are way more smooth. So we need to create some randomness into these hairs to make them look more soft and more believable. I like to do that inside of the particle system, of course. So make sure you tick on advanced and now we have some extra settings. We can go into velocity, into the physics. Let's go to velocity first in philosophy, we have randomized and what this does if we do very slight edits. You can see that now even that is too big by the way that they were edited it, it needs to go into 0.01. But you can see that now these little hairs are gonna be spawned in a random ways and not just straight on as we can see if I put this at 0 again, not straight but a little bit curved. So maybe 0.001 or two goopy already. Good enough for this. Now they're a little bit more randomized, which is perfect. Because the more random things you have, the more realistic it kind of gets. Underneath physics, we have brownian. And Brownian is the amount of random erratic particle movement. So in this case, I can just show you if I put this higher, is that our particles or a Harris in this case, going to curve around. Those are random movements. Also this you don't want to make too big because you can see that also the hair length actually grows in this case, that's just because it gets more random and random and then just grows. Very small little edits will do in both of these cases. Very small edits. To big, smaller curve is everything that you need. Maybe 0.003, something like that, work. So those are the two options that I would highly suggest you play around with the Brownian, maybe the object philosophy. In this case, I chose randomized just so they are a bit more random. We still can play around with the hair length if we don't like it. But I would highly suggest you keep rendering in-between to see what actually is happening. In this case, let's put some lights in here and put a camera in position so we can do a little pre-render and see if we want to change anything. So what we can do now is go into shading, click on 0 to grab your camera. And we can move our camera. With this few options. View, View, Lock camera too few. We can move it here in front. It doesn't have to be perfect yet and then take it off so I don't move it by. Excellent. Now we have a light here. And if I click on the rendered viewport shading, you can see that I can move my light around. And this is essentially what happens inside the scene. So if you click on 0, you go into your camera viewport. But now I cannot really see where my lightest anymore. So I like to use too. 3d viewports. With one of them, I stay in a camera few so I can see what's happening when I'm actually gonna run there. And one, I am going to change the lights and move them around. In this case, this slides, I actually like it in this position. Bots, we can see that we create a quite a harsh and sharp shadow. That is because this light is not really big. If we go into the object data properties of this slide, we can change the radius. If you move it to one, you can see that the shadow automatically becomes more smooth. So the bigger lamp is, and it also has to do with distance. So a big lump close-up is a nice soft shadow. So let's move this light hair and we can use notes for the light as well. In this case, you can play around with if the strength here, instead of going into the power. Also very handy. We can duplicate this and move to the other side. So kinda have like a two light setup. The second light is going to be our fill light. So often we wanted to put the strength the second light a bit down, so maybe 0.3. This slide's just makes sure that the shadows have been created. The first slide are not too dark, so it's the brightness up those shadows a little bit. Maybe 0.2 will be better. In this case, we have some nice shadows, but they're not overpower too dark. Awesome, So we have some decent lighting. And if I start rendering now, we can see our hairs or our particle system. We can see our hairs here, but there are a very limited amount of hairs, so it doesn't really look good. So I want to show you now that we have the particle systems. So make sure you select your towel again. Go back to the product system that there are two ways to create more hair. First of all, you can just bump this number up. Be careful though if you go too high in this number, it essentially renders every single one of them also in the few ports that takes a toll on your computer, it just costs a lot of memory to actually execute that. But if you want to do that, you should go to Viewport Display and put the amount of this lower. Now, if I put this to ten, it will only render a 100 of these hairs in the viewport and the vendors will just be the normal thousands, which is shown here. But this is a great way to bump this up. If I put this to 10 thousand, right now, only a thousandth will show. And I can even put this to 1%. So I can do a 100 thousand or even 1 million. That is a great way to do this. And if I render right now, you can see that we get some more hairs on this model. Let me zoom in a bit and you can see what is happening. As you might have guessed, this is not enough hair and I totally understand what you can see that if you can just bump it up higher and higher, more and more **** will be created. So probably I need to create like 500 thousand or even a million. Let's use a million. As you can see, that creates a nice and soft looking towel. So you have to play a little bit around with the hair, a missions. And if you want children in there, you can also do it. But as we can see, the hair emissions works fine right now. What do we want to do with this? Well, we are missing two things. First of all, I like that in some cases, a little bit of a towel actually doesn't have this soft hair on top. We can also see it in images. This is a picture. You can see that here, for instance, we have none of these fibers that actually are sticking out. And this actually has a certain texture. So both of these needs to be created. How do we do this? Well, let's first play around with the texture. Just so we have a nice color. Select your tower, click on New. Here if the principled shader clicking Control Shift and tea. In this fabric, we only need the specular roughness and normal map. So I just select them with control by the way. Then you can select one-by-one. We don't really need any color because I want to just add a color by myself. So principal texture setup. And this all seems goods. The only thing that we want to do is change our own color hair. What does this texture actually look like? So let's go into the viewport shading here in the material fuel for cheating. Here we can see our texture. We can change the base color to whatever we want. So maybe we want this one nice and rats. And here we can see the normal map. In this case, I do think there's normal map is a bit too big. Just go into the mapping. Note, just click on three or five. I think three in this case might work. And then we have a decent results. The also, the nice thing about this is that our hairs will automatically also change color. So they were essentially after color from the texture below. As last, we want to exclude certain parts from actually creating hair. So you can just select your cloth, go into top to go into edit mode, and select certain rows of phases. So maybe these two here. So 12312345. Again, go into the object data properties, create a new group. And this is going to be just do like no fibers or no hairs and then assign it. Now, the only thing we have to do is of course go back into our particle properties. Before we're gonna do this, you can see that I did not bake my cloth at all. So let's actually go to the physics properties into the cache and then bake this maybe to a frame, a 150, something like that. And then just bake it. Now we have fixed death problem. We can zoom in a little bit and see our hairs. So to exclude certain parts, you go into the particle properties, scroll down and go to vertex groups. Then inside density we can put the no fibers. You want to exclude this by the way, because now you can see only where we actually are selected. And let me put it here. Where we have created these vertex groups. Only there will be hair. So if you click on these little arrows, it will be inverted. For our effects. Now everywhere, hair will grow except in a place that we infer it. So let's render this and see what is happening. Here. We end up with a nice looking towel. Awesome. Recreated a nice cloth. We put hair. So a whole particle system on top of this. You could still animate this. By the way, this, like all these particles are still editable, which is very cool. That's why we work with these modifiers. Yeah, it looks quite realistic. So I hope you guys also learn from this if there are any questions, just ask it and otherwise, I'll see you guys in the next video. 11. Exercise curtain basics: Welcome to the creation of the curtains. So these are going to be multiple videos, but in the first video, I will just show you how it is done. Let's just jump straight into it. The first thing that we're going to do is delete the cube and create a plane. Let's rotate this around the x-axis for 90 degrees and then go into one which is the front view. Now, we're going to use for vertex groups to create our pin group. And we're also going to use Shape Keys. So I've learned this technique from Andrew Price and it is really a nice technique. So these shapes, these are gonna come in very handy. And the way that shape keys work is essentially when you click on Plus, you can see we have a basis that is essentially just the base model that we have. Now, if you click another time in plus, you can see that we have a key one. You can rename these by the way if you want to. But what's going to happen if we're going to make changes in this mesh. So let's say I move this vertex forward, then I go outside of the edit mode. You can see it's not the back. That is because the key is now set at 0, which essentially only shows now the basis. If I put this to one, it then shows that the vertex is moved forward. And anywhere in-between is essentially just in-between the basis and a key one. You can also create more. You can create a k2, k3. We are only going to have one, so don't worry too much about it, but you can see that it is quite handy. The first sense we're going to do is we go into edit mode and then create some more geometry. So a right-click satisfied. You can just have a number of cuts in this case That's just do a hundreds, hundreds, maybe around the 80, something like that would always work great for curtains. It of course also depends, as you know, on the material that we want to create, an olive depth and of course how big the curtain might be. But let's just start here. What we want to do is we want to create a pink group from this top edge loop. If you just hold Alt and then just select one of these vertices, you can see that this whole edge loop gets selected. Then click on Plus in the FedEx groups, and this is going to be our bin group. Make sure you assign these. And right now we can go into top again and click on Plus in the shape keys. You have to do two times because we need a basis and a key one. Now what we can do is we can go here. I'm just going to click on Shift H with this whole x loop or pin group selected, so Shift H. And now we can just focus on this only. What I want to do is I want to select this whole edge loop, but I want this last one selected as last. So if Shift select, you can essentially just re-select something. And I want to do this because I want this vertex to be whites. You can see the little dot here. And that essentially means that this is the active elements. I want that because if I scale this right now, I just scale around my median points here. But I want to scale around the active elements. If I scale now it's skills around this active elements and I want to scale 0.5, then click on Enter. So essentially scaled it in half. Now if we go back into top, you can see that African setback. And if I put a ski from 0 to one, you can see that we get a small change here. It moves. The vertices here. Move. It seems a bit weird, but it will very soon be explained. We can animate this from frame one. I'm going to have 0 key, so insert. And around frame 40, we can have all the way at one right-click insert keyframe. Now, it will be animated very slowly. You can always move these keyframes around. So if the curtain gets collapsed too quickly, then you can of course, move this to maybe frame 60. Why do we do all of this? Well, let's go into the physics properties and create a cloth. In the cloth, we will go instantly to the shape and put our pin group into the pin group. Now we can see that we created a very nice, good-looking curtain. How did that work? Well, we collapsed that pin grouped together and as we know because of the pain group occurred in those fall down. But now the pink group is also animated. It collapses together and all of the geometry on the leaf will essentially just follow as normal cloth will do. That is essentially how it works and it works great. As you can see. The only thing that we need to do here is maybe put the quality steps a little bit higher. Of course, some collisions. I would also put the quality steps in the collision higher and use self collision makes sure you put the self collision a bit lower. 0.005 seems to work great. If you play it again, we can see that, of course it takes a bit longer, but we even get better results here. Now, right-click Shade Smooth, and that is essentially everything that you need to know. Now you could bake it, cash, go to bake. And now that everything is baked, we can look for a certain spot where everything is nice and hanging maybe at two tenets seems to be quite fine. And that is essentially it. So now you could just apply this cloth modifier. When you apply it, however you can see the modifier. It cannot be applied to a mesh because it has shaped keys. You can literally just delete is shaped keys. The cloth will stay the way it is and then applied if needed. If we add a sub deficient surface, you can see that these corners now get a very smooth it out. You can avoid this. So go to Edit mouth, then Alt H to unhide everything. And just select these edges. Then click on Shift E and then make them sharp. So just drag your line all the way out and then becomes nice. And the pink, I guess. Now they don't get smoothed around. That is great. And we can of course also add a solidify modifier to make a crop a little bit more thick. Perfect. And those are essentially the basics of creating a curtain. If you wanted to know more about creating curtains and actually creating some nice pleads to make it look more realistic. Also some materials I would highly suggest you also look at the next video. I will see you guys there. 12. Exercise realistic curtain: In this video, we're going to create a more realistic curtain in the next video, which will be the last video of the curtains, I'm gonna show you some extra techniques in which you can enhance your curtain. So maybe that they are laying on the floor or they're pulled a bit backwards. But in this video, we're just going to focus on creating a really nice and realistic curtain. I will highlight files. You also open the exercise file that is provided. None of the exercise files are needed. It's just to make your life a little bit easier. This is all included in this file. We have a floor, we have a wall, we have a window, some lights. And of course we can still change some of these values of the lights or put the camera a bit closer by or further away. But that is all for later. One thing that is hidden though, is the room because it just obstructs too much of the view. So sometimes when you hide everything in an unhide it, the room might get back. You want to hide it again then just because it's just annoying, that's it. Now, we're going to hide these two for right now and just select the curtain collection. Click on Shift C, and here we are going to create our curtains. So shift a mesh plane. Let's rotate this around the x-axis for 90 degrees. In this case, we want to add some extra geometry. So go into top, right-click sub-divide. Let's go down here in the sub-divide little tab. And we want to put this higher, so somewhere between 8100 will be fine. Let's do a 100. In this case, we can always just edit this plane if needed. So what do we want to create here? First of all, the steps that I explained in the last video will still apply. We are still going to create a pin group and all of that. The problem is with our shape key, we have a very limited option and there are a lot of different curtains around. Apparently. We have a re-perform, a tailored plead, a pinch present in vertebrates. We have this, which is called a rock pocket. And probably what we created in the last video will look the most like a rock pocket. But it could be quite messy. And if you create a lot of nice interior scenes, you might want to use something like an invertebrate or I pinch speed, because those look quite nice. We're going to create the pinch breed in this video. And with this technique, you can probably also create most of these other ones. Let's just get into it the pinch bleeds. And what we want to do is the same as the last part. Go into the object data properties and create a new vertex group. This is of course going to become our pin group. So pin, we can assign this whole top edge loop to this pin group. Now, go inside object mode and create two shape keys. The first one is always the basis and then we have our key one. Here is going to be the difference from our last video. Let's click on Shift H, so we can just focus on this part and click on seven to go to the top view. Why do I want to go to the top view? Let me explain. Inside Photoshop. I kind of zoomed in on here. We need to or we are going to create the pinch bleeds. And if you look at the pinch breed in kind of a cross-section. So if you just take this area, you can see that you first have a little bit of a straight parts. Then we have something round these faults, three volts in this case. And then it is flat again until the next three folds flat again. If we zoom in on one of these sections, 123, we can see that if we just have a vertex here and a vertex here, and a vertex here, that we can create these shapes here, here, here, here, here, and then here to decide also one. If you'll just create this with the geometry that we have, then we can create these splits with ease. Let's select some of these vertices to create that. The first two I will not select just so they stay straight. Then I will select one, skip one, select one, skip one, select one. These are the three pleats. 123. Later on, we will move them outwards. But I first want to select everything so I don't have to do it over and over again. Now I will skip 1234, then do 123. So every time I have four skipped, then I create my three periods. 123412312341231234123. Here we are getting a little bit of a problem. We cannot really finish this three anymore here. So I suggest we will delete these later on, these three at the end. But first of all, we're going to move these down. So g Why? And then just move them down to the second unit. Now, Alt H, Make sure you do z and the wireframe out. So we can de-select these three rows of this x vertices. Now let's go back and just the top parts Shift H. And here we can see what is happening here. So here the right and the left are exactly the same. And everything else looks good. If I will just play this, nothing really would happen because there's not a lot happening here from key one to 0. Only a few shapes are different, but this will not create those huge, nice wrinkles. That is because we still need to do the same as in the other video. Select the whole edge loop, then this one is last. Make sure you have the active element as Pivot point, and then scale this down around the x-axis. Scale x 0.5. Now that we have this, we can start to animate these shape keys. So go to 10, insert keyframe. Let's go to 40. And then we go all the way up to one. Right-click insert keyframe. If this animation is too quick, the cloth will kind of collapse very quick and it could create some problems. If it's too quick, you can always move this last one around. You can always make it a bit slower. Let's go into the physics properties. Click on cloth and scroll down. Go into shape, and make sure we select our pin group, Pin group. Now if we play this, you can see that it falls nicely together. This already looks way better than before. The problem is these parts and it's a little bit hard to see. So let me right-click and do Shade Smooth, and we can also add a subdivision surface. The problem is these parts here are not pinched well enough. We're not creating this point here. You can see that they are not pinching at all. How do we change this? Very easy, just make sure you go back into the object data properties and make sure you go to frame 0 or frame one also makes sure it is key one is selected. Now what you want to do is we want to edit these fleas that are closer together. So what you can just do is select all of this every time. Then we want the scales around the x-axis. Let's makes sure you use individual origins, scale x, and now they'll get scaled down a bit. Perfect. So you don't want to overdo this, but this is already way better than before. The problem is, now we have a huge difference between this edge and this edge. You want to minimize those differences. Also. You want to do it everywhere. So this edge should bind the kind of be the same length as this edge. Every edge should be the same size. Otherwise you might get some problems. It is okay if it's a little bit bigger, a little bit smaller, but don't overdo it. So in this case, we are going to select all of these here in-between. And then scale around the x-axis again, somewhere around here. That's already way better. Let's look again at our animation now it's gonna change, of course. Here we can see that they are pinched way more together. And I actually like what we're seeing here. So we're going to keep it at this. Perfect. I press select, just bake big this at this point. But I'll make sure that I changed some options here because first of all, it's going through each other. We can probably see it somewhere around here. See there is no collision on itself. Plus, if you want to have some collisions, make sure you put the quality steps up, so two to seven is fine. Then of course we go to collisions. Put the quality correlation is also to five or something higher. And make sure you have self collision on. Make sure also to put the distance a bit lower, so 0.005 will be fine. Now we can bake this. I think 250 frames should be fine enough. Now let's check our simulation and everything looks quite decent. I'm going to pick maybe the last frame just so there is no movement anymore. And if you like what you're seeing, you can duplicate this. Make sure you create a new collection. And this is going to be named as like cloth backup. And make sure this plane goes into the cloth backup, we can hide. This doesn't matter at all. But the thing is, we're now going to apply our cloth modifier. If you apply it, you cannot go back into this anymore. If there is something wrong or you want to do and not occurred, then this is just a great way to have a little backup. I will also highly advise you to also save this. So just always make extra safe files. Let's now finalize this curtain. Go into the modifier stack. And apply this modifier. And of course we got a little error modifier. I cannot be applied to a mesh width key shapes. Go to the key shapes here an object data properties, and make sure you delete them both with clicking on the minus. Go back into the modifier stack. And now we can apply this. Perfect. If we now look at the model, we can see it looks better, but we still are missing a piece. We essentially created it until here. This top part still needs to be created. And it's very hard to do this in the Croft modify itself bots, we can just create it. Now, what you can do is you can go to Edit Mode, select this top edge loop, and just extrude it upwards somewhere around here. Now to create this nice little pinching effect out at phi xi to pinch these together. And maybe even Flaherty is a little bit more out, but that is up to you. You can do that piece by piece. I would highly suggest you hide your subsurface modifier for right now. And how I like to select multiple of these groups is just selecting this one holding control and then go towards the last vertex. Then we've shift I will select the next part of the group, the beginning of the group, and then hold Control again and set the next click Shift, Control. Shift Control. Now, make sure your pivot point is set to individual origins and then just scale around the x-axis. Make sure you put your subsurface modifier on again. Otherwise it's just too hard to see. It's a scale on the x-axis. And here we get this nice pinch together. Look, we can do the same on top essentially to just flat them a little bit more out. So hide this one. Scale x and then Florida bit more outs. Of course, we need to see it in the modifier stack as well. Perfect. The only thing that we can see now is that these corners are quite rounded off. That is because we have our geometry, but then of course a new subsurface modified goes on there. If you want to have that nice and straight, you just select all of these attributes around all the way here and then Shift E. Drag this out towards the sides. You will also have a little option coming up here which is edge crease. Makes sure this is set all the way to one. And now these edges are creased. They don't get rounded off anymore, as you can see. That is to fix that little problem there. This is essentially your garden. What we can do now we can place it inside of our scene and then start to create some nice materials. Let's make sure we unhide everything except this room. We still want to hide that. It's just annoying. And of course we don't need this cloth backup at this point. Because this is accepted and applied. We can just move this around. It's not a simulation anymore. I can literally just move it in front of the window. Pullback camera here, maybe grab another view just so I can move around and scale this bit up. When you place it in front of a window. It is nice that it of course, covers the window. It needs to be big enough and also no window pieces or whatever should go through. Make sure you just put it a bit forwards. That's totally fine because often you still needs to create a little frame on top here, which of course holds the curtain in place, right? So something around here will probably be fine. That's it. Right now. We need to finish our curtain. And we're gonna do that with some nice materials. You can already see that there are a lot of different kinds of materials and Africans or it looks different, but there's also kind of cool about it. If you want the Lysol print, you can download any texture with a print on it and put it on top. But there's also a difference in translucency. For instance, this one might be a total blackout curtains, but this one is very translucent. As you can see, the light shines through. Gonna show you how to create either one of those. But we're just going to take a little bit of a middle route. Let's just jump into Blender. And the first thing that we want to do is go to the shading tab. We don't really need the timeline. And when you have your curtain selected, you can also rename this curtain. You're going to click on New. Also rename the material to shorten. Here we can start with our materials. First of all, I want to throw some texture in here, so select the principal shaded and click on Control Shift T. And here we can open our fabric. We only need the base color, the normal map, the roughness and the specular. Then click on principle texture setup. Make sure you go into the material preview and zoom a little bit in. Right now you can see that this texture is a little bit too big. You can go down here and maybe put the scale a bit up. Let's do 1313 or 15. And this already looks way better. The problem is, this part here which we have created new, is essentially all stretched and that is not what we want. Let's go to the UV editing to fix this. Makes sure in the UV Editing tool to also select UV sinks selection. Now if I select something in the 2D few, it will also be selected in the 3D view. And if I select something in a 3D view, it will be selected in the 2D field. What we can see here, if I go to the material pre-fill is that we have a lot of stretching. Let's select this edge loop. And you can see it also selects into the few. Go to the 3D view and click on G, Y to move around the y-axis. And you can instantly see that this part gets updated quite nicely. So this length here should be the same in the 2D few kinda just prolong it. And here we have a nice and these three salts, so that is fixed. We can go back to shading and start with the translucency. Blender has a translucency notes. So if you go to Add and then do translucent, you could add this node bots. We can also do it with the subsurface inside the principal shader. If you put it all over to one, make sure by the way that you have your random viewport shading on. There, you can see a huge difference. But there are a few things that we have to change. First of all, this cloth or the fabric needs some thickness. Let me show you what happens when I just add a solidify modifier. So go to the modifier properties and add a solidify modifier insulin. You can see that it looks way more realistic and now it actually is doing what we want. So let's put this a bit thinner though. So maybe 0.001. And now we can edit our subsurface in multiple ways. First of all, we have this value here, so it is still from 0 to one. We have this subsurface radius. The subsurface radius has 10.20.1. These are RGB values, red, green, and blue. In this case, or whenever you have a principal shader, it is automatically set to a high red value. That is because the subsurface is often used for rendering characters and humans. Because we have blood in our veins. You can see that once the sun hits from the back on any of our skin, which may be as a bit thinner. So in-between the fingers or the air, you can see it. We have a reddish tint. That is essentially what the subsurface does. The curtain, of course, doesn't have any veins or any blood. So we don't need to make this rat. Once we're actually gonna do, we're gonna make these numbers the same. So if you have 11 one, then it is essentially just white. And this is great. We can change the subsurface though because this is a bit too bright. The problem is, as you can see, I don't really have a lot of leeway here. 0.03 is almost the same as one. So how do I change this? How can I make this a little bit more efficient for me to work with? Well, we can essentially put all of these a bit lower, maybe 0.1, make sure they are all the same value. Now we have a little bit more room to play around in. Even if this is too big, you can make it even smaller. So 0.01. Now you can see that 0 is of course all the way blacked out. But then it goes slowly into having more translucency instead of having it already at 0.3, do a low amount. We don't want this to be too much in this case, no amount is fine. We have a subsurface color. So right now the light that shines through will be just white. In this case, we are using this color though it's like the blue color. So we can just grab this color from the texture node and then drag it into the subsurface color. Now it will also have a bluish tint in this color, which is perfect. What does this look like when we render it? Let's just do a little pre-render. Here we can see the result of our pre-render. We have a little bit of translucency and we have a decent material. Quite cool, right? The thing is, if we look at curtains in real life, we can also see that a lot of times the sides or the bottom are folded and then they are glued or Sue together. So to create an even more realistic material, we could also fake that. I'm going to put the translucency or the subsurface a little bit higher just so we can see the effect a little bit better. I'm gonna put it on 0.038. What we have to do is we have to create a new material. So inside the material properties click on plus, and we can select our curtain and just duplicate this. Now it's curtain 0.001. You can do this maybe curtain know translucency. And what we can do here is we can put for this material just the subsurface all the way off. Now, if we zoom in on this model, go in edit mode and select the faces that we want to be folded over. Showed this on top, maybe two, then this one on the sides. I'm also gonna do this here on the sides. And in the bottom we can also do like three or four. Then just assign them to the material with no translucency. Now if we start to look inside the rendered viewport shading, we can see that these are being excluded. They don't have this translucency kind of faking the extra thickness that it has. That's quite cool. And we can of course also mirror this. So if you just go to Add Modifier mirror, Let's do another render. It is a little bit hard to see with the scholar of course, but what we can see down here is that the error still as clear distinction between these two colors. Awesome. If you have like a white one. And as you can see here, that has a little bit more of an effect. That is all that I wanted to show you guys in this particular video. But in the next video I will show you ways to make it look more realistic or different kinds of Curtis, maybe we want to pull this a bit backwards, or maybe we wanted to lay on the floor. I will show you some techniques there and I'll see you guys there. 13. Curtains tips and tricks: In this video, I will show you some different techniques which you can do with curtains. We can make it interactive, different kinds of correlations. We can pull it to the sides. I will also go over maybe creating a little frame in the back because of course a, according to Austin, just hang out of nowhere. And I will also show you a way to make the translucency even more interesting insight of materials. Let's just start with the correlations. If we have a very long kind of a curtain we wanted to lay on a floor. Or it automatically will lay on the floor if it's too long. And that is actually a quite a cool effect, you can achieve it very easily. What you can do is you can do it with the existing floor. And the only thing we have to do here is give this a collision. Go to physics collision. Now when we start to animate it, you can see it will go quite weird because our Gurdon in this case, it's too long and it already starts colliding in it. Let's say we need to animate this floor. This is the nth position that the floor should be in. I'm just going to frame 60. Just for convenience, click on AI and then let's do location rotation. Then frame 0 or frame one, I will go to the side view. And then I'm going to move it to the bottom and rotated a little bit like this. Then click on AI location rotation. So if we play this right now, you will see that it starts slowly moving up and it actually will also drag the curtain. Now it starts dragging it forward, which is for three months. When you create this animation, you want to keep in mind that all of these animations start now at the same time. The curtain might not be all the way done animating yet as you can see, it's still busy and then it's already starting to touch the floor. So you might want to prolong this animation a little bit. So just select them both. Click on G and then make sure you move. It may be around frames 60 when the whole yeah, curtain is already formed. So now if we move it, you can see first the garden gets formed. And after it has been formed and starts to lay down normally, now the normal or the floor starts to collide with it and drags everything forward and also now ends up in a nice position, which creates this very nice laying curtain. Very nice. Also, I want you to keep in mind you don't have to do floor hand. You can just create an extra plane and you can hide the spring from the renders. If you just go into the plane which we just created, just hide from the renders. And it will still collide with everything. You don't have to move whichever floor you have. Now. That is quite nice as you can see it. Let me show you another collision. So I'm gonna delete this one and this next collision. What we're gonna do here is we're going to pull this curtain a little bit open. I'm going to go to frame 0 and move my garden a bit up. We have to see where curtain starts, where the whole animation starts. Then we're gonna create a torus. Let's go to the top view, which is seven. And we're just going to move the hair, makes sure it starts outside of this beginning frame. You don't want to have it inside because then we get problems. You can scale this a bit down, move it here. We want to go into edit mode. Let's go to wireframe as well. Select all of these vertices, biome, delete them. Then select these two edge loops. With Extrude. I can extrude them of course. And I also want to scale this a bit up, but I want to scale it up around maybe the median points like this. And then we can always go into individual origins and scale them a bit down so they're not too big. This is a little bit of an easier shape for this glove to catch everything. I'm going to move the bit down and we can give this a coalition as well. What will happen now? If I start to animate this around, we can just do the same frame. I think in this case, frame one location only. Then I will go to the front view. Our cloth will end up somewhere here, right? So we might want to put this maybe all the way over here, so they'll actually be pulled back and then click on AI location. If we animate this now, you can see that first of all, the cloth just animated self rights. But now this new correlation will actually pull it back. We need to wait a little bit and here it starts to pull it back quite nicely. You can pull it back to however far you want. Of course, in this case we chose this width, but you can go way further. It looks even better. You can see that works also amazingly. It's very easy to create. More interesting looking curtains than just a hanging one. Let me show you a simple way to also create something in the back. So a kind of real, it can be very simple. If you just create a nice cylinder. Then we can move this around the y-axis here, scaled a bit down, and then rotate it around the y-axis, make a bit longer, something like this. Now I like to grab the middle, so create an absolute there, and then delete this other side just so I can mirror everything. I love mirror modifiers if we mirror this. And of course also apply the rotation, the mirror actually works around the x-axis. Now I can grab here and extra edge loop. Click OK, Control V to bevel it. Then I can just duplicate this. Click on P to separate the selection. Now we have an, a separate model, a Extrude scale shift X. Here. We can also make this a bit bigger. So maybe scale around the x-axis. I want to add a cylinder now, but I don't really want to move my cylinder from here, so I'll just go to Edit Mode a to select everything. Shift S cursor selected, just so my cursor snaps here and then add a cylinder again, scaled down. You can see of course that I'll do this a bit more quick. I'm very used to modeling right now. And I know not all of you are used to it, but that's totally fine. You can see that these are very basic things I just want to do with quick. So you get the points here as well. I can just do this, select these faces and extrude them around the these X's here, bam, there you have a little beginning points. You can just join these together. So these two together then use a mirror modifier around this model. It will also be on the other sides. And right now you can very easily just select this face, shift S curves to select it, and then start to add some thoracis. In this case, you can scale it down, rotate it around the y-axis. And these are gonna be the points where our curtain is going to hang upon. Not occurred and it's a bit far away. But often you want to put them where these pinched parts come together around here. Then let's make this a bit smaller and move it down here. Duplicate it, rotate a little piece. And then this will kinda connect together. Just duplicate this over and over for every single part here. Very easy. And that's kind of how I do that. So of course, this skirt needs to be a bit closer by, but because this one is not animated yet and not applied, we cannot really do that at this point. But I hope you guys can kind of see what this is going at. It's quite easy to take a fairly simple models to create a decent frame. It is not that important because half of it is going to be hidden anyways. Let's last, I want to show you that the translucency can also be different. If we look at this image here, you can see that the garden itself is already translucent. But here are parts which are even more translucent. And there are of course also our curtains which are like this. They have like nice and cute row shapes. We can also create this by the way, it is actually very, very easy. You only need to go to the material, make sure you select the right material here. Then add an image texture. And this image texture just needs a gray scale map. You can just go to any of the shapes that you want on top. Let's say I wanted to create this shape or half the shape. Just make sure it's black and white as a set open image. Color space should be non-color data. And what we want to do here, let me drag this a bit out. We want to drag this color into the subsurface. Bam. Now you can see that parts of it do have the subsurface and parts of it don't. We can also edit this still with a color ramp. Because now if we look at this, you can see that it's just a black and white map, which essentially is just a mask. We can edit this mask with the color ramp. If I want it to be less translucent, I will make it a bit more towards the greater society that will look like this. Maybe it's a bit too much, should be a bit darker. But you can see you have a gradient in here. You can move up or down. You can still change the gradient or the translucency of the normal curtain. But I would probably do it here. So 0.01.01.01. Then if it's too much, you can change this white to a more darker whites. Also change that. Of course, there's a lot of wiggle room to play around with. But just choose whatever you want if you want row says put roses in here. And of course you can also have a separate mapping nodes for this. I just click on this. I'm texture map and click on Control T and these to pop up. And then we can change the scale if avant, three-by-three. If you think that looks a bit cooler. And those are the techniques that I wanted to show you guys to kind of upgrades your girdles student next level because some extra collisions and maybe something extra in the material. And of course, having something on top really adds to the Realism. Do with it what you want to do. I would love to see some renders if you guys are going to create a fifth this, and otherwise, I'll see you guys in the next video. 14. Internal springs + Pressure: In this video, we're gonna grab this cube which has a few subdivisions. And we will look at the internal springs and the pressure. So let's go into the front view. And if we don't have any internal springs activate it, we essentially can display this and you can see that it just falls down like a sad little piece of cloth, which is what we would expect. We added a cloth modifier, but we don't have any internal springs. What do internal springs do? Internal springs and pressure are both for 3D models. And internal springs makes the mesh behave similarly to a soft body. You can enable it, but just taking this on internal springs. And if I now play it, you will be able to see that it falls down. And because of this internal springs, it says in its original shape. Right now we have our max spring creation length at 0. This means there is no length limits, so there isn't limitless length. But what does this mean? So the next spring creation length is the maximum length an internal spring can have during creation. If the distance between these internal points is greater than this, no internal spring will be created between these points. Well, a length of 0 means there's no length limit. So if I put this up to one, there is a limit. If there is a distance of internal points greater than this, the one, then no internal springs will be created. So we will get this effect. There are less internal springs being created with x like a soft body. I gotta be honest if you have it at 0, not a lot happens even if you play around with tension compression, all of this, because none of the internal springs will be deleted. Soap off the internal springs are active right now, then you always get this effect. So normally you wanted to put this a little bit higher, at least higher than 0. Very cool. So let's put this at five right now and see what that difference is. Here. You can see that they already stays together. Maybe three. Still stays together. What about to do? You're starting to see the effect. The next setting that we have is mx creation diversion. Max creation diversion is the maximum angle that is allowed to use to connect the internal points can diverge from the vertex normal. There'll be honest, I also don't really know what they mean, but what you can see if you play this is that I need to put it a bit lower here. Instead of staying in a cubical shape. If I change this Mexican nation, that version to maybe a lower degree, you will see that it starts to pop out more. Now you can see that it's not confined to the 45 degrees and it will actually, I'm act more like what we can see here. You have checked surface normals and as you can see, required appoints the internal springs connect to the opposite side, normal direction. But normally we don't really use this. And we have of course, the tension, which is how much the material resists stretching. And we have compression, that is how much the material resists compression. So those things can also be edited. And overall there's nothing really elsewhere. You can have a vertex group. And of course the max tension in Mexico impression are editable as well. If you put the dentition very high, you can see that the max tension innocently also goes up. Let's talk about the pressure. If we don't have any pressure applied, you can see it just happen to us before we have a little piece of cloth that just falls down. However, if we add some pressure, you can see that the instantly starts to fill up a little bit if I put this pressure higher, so let's say five, you can see that we get the more pressure inside and it will fill up with even more fluid. In this case, I like to see it as being filled up with air. You can also do minus. So if I do minus five, you will see that it starts to implode. So maybe minus one is a bit better, but it's kind of sucks all the air out of it. We can use a volume as well. Normally there is already a volume calculated for the mesh that you have, but you could use a cost of volume and then you can take this on and change the target volume. Here we have a pressure scale. And the pressure scale is the ambient pressure that exists both on the inside and the outside of the object. This balances out when the volume matches the target. So if you increase the value, this allows the object to resist changes in volume more strongly, if you decrease it, then it will be less. We also have a fluid density. All of this pressure as we talked about, I like to see it as air, but you can also do fluids and every fluids. So gas or water has its own density. You can change this density here. Normally they say, if you put this to one, it is water, but this never worked for me. If I put this at one, it just crashes as you can see, it just I don't even know where it is now. But what you can see if you put this value with higher, we do get different effects. So let me restart this. And here you can see that we get a different effect. And we can also use vertex groups to control which portion of the mesh we apply pressure to. That is the vertex groups. You have to be careful though. If you have, let's say, a hole in your mesh. Let's say I don't have this part of the mesh. Then if you have pressure, so let's put five. And if we play this, you can see that pressure will escape out of the mesh holds and will cause drifting or propulsion forces. If you want to avoid this, you should use the vertex groups. But even there I see sometimes this happening, but it's actually cool, right? So we can even animate something having a hole in it and then flowing away. Very, very cool. Those are all of the settings for pressure and the internal springs. These are both very handy for 3D models as you might have already seen. And that's essentially it. Now that you know the internal springs and pressure, we can actually work on some 3D cloth models. Very excited. I see you guys in the next parts. 15. Exercise pillows: Welcome to this video. In the last video, you have learned how to work with the pressure and internal springs. So now we actually have an exercise with the pressure. I personally use the pressure way more than the internal springs. So that is why we're going to focus on that right now. It seems way more applicable, especially for architectural rendering and creating realistic cloth materials. As you can see, we have this little scene here. And you guys probably already remember this scene. We created the cloth or the blanket that fell on top of here. And as you can see, this blanket looks a bit different than my other blankets. That is because I'm creating more and more materials the longer I'm working on this little class. And all of these materials are up for download. So you guys can literally just choose which one you want to use. This is what we made in one of the first exercises. But once we want to add now is some pillows. And if we look at the normal pillow shape, it's very easily just a very simple plane. We need a 3D model. So this plane is not going to be just a singular plane. This plane we can edit, we can already create some more geometry. So maybe stop the fight at four or five times and then extrude it around the z-axis. The thing is we don't want this extra little part here. I'm going to merge these together. So I'm going to scale around the z-axis so there are a bit close to each other, then click on F3, and now we can type, so I can just type merch by distance. You could have also done em. And then it also says here by distance. But sometimes I don't remember all the shortcuts. So the F3 is quite handy for that. Now, often are merged together. And here we have our normal shape that we need. And we can use the pressure with this. So let's go get everything back. I want my plane, which is going to be the pillow. So we could also rename this to below. Here. I'm going to make another collection as well, just so this is not all in the way, so below collection better goes in here and I can hide this. So the pillows, of course too big so we can scale the bid down somewhere around here and then click on Control a to apply the scale. Now, we need to, of course, add a cloth physics to this. And what you will see is that it will of course fall down instantly. And once it falls down, we have a huge gap in here. And that is because we need to go to the collisions and make this distance a bit smaller. Let's actually make it quite small. So 0.01 should be fine. And now you can see that the false really nice in there. And what we want to do here is we want, of course some pressure. So let's go to pressure, make sure it is own. And I think five should be fine for right now. Let's play this again. Bam. This is okay. I do think the pressure should be higher, so we could do it maybe seven. Let's see what that does. As you can see, you can even edit this pressure while we are playing. So right now I'm already at a frame 36. If I put it higher now it will update, as you can see, Very cool. This also means we've inserted keyframes. You could also inflate and deflate your models. Maybe there's not even enough. So let's do 15. And here we're starting to get towards a normal shape. We can always edit this and it's totally dependent on the size of your model, but also the amount of vertices. Because right now we do not really have enough geometry, so it actually looks decent. What we want to do is create a sub deficient surface. Put this above the curve modifier and make sure the levels viewports should be like two for a decent quality. Now, what we can see is that it doesn't even form anymore. Why is this? This is because if we go back into our growth modifier, we can see that the vertex mass here is a mass for each vertex. We now have subdivided it two more times that are way more vertices around. And f refer to see ways a certain weight. We can put this skill also down. So maybe it's 0.01 and see what that does. You can do this in two ways. You can put this down or puts the pressure. Either hire. Both ways are okay. But I think putting this down is easier. You can see however, that is getting quite slow now. There's no really getting around there. You just need a better PC. But if you do Shade Smooth, you get a decent result here. Very, very cool. So now what? Well, if you go to frame 0, you can move your model still around. We can move the rounds. And maybe I want a nice pillow here. Make sure that your couch actually has a correlation applied to it. Mine already does. Now if we play this, you can see that it will start and fall right nicely into this place. If it slides too much, which could happen. You could go into the correlation modifier of the couch and put the friction a bit higher bots, you have to remember that we only need one frame of this model. If frame 35, so K, and then it starts to slide. Who cares? I'm just going to grab a frame 35 and use that. Now, if you're African problems here, what we can see, then you can always go into the cloth quality steps. You can put this higher, but you can also see that this is probably going inside of itself. So in that case, you could always put the self collision on. But in this case I do not recommend it just because it makes sure simulation waste slower. So probably the quality steps is probably going to fix that problem. Here. We have a fairy, fairly decent results. All right, awesome. So if you're happy with your current state of your model, I would highly suggest thinking about, do I want more pillows? Because you don't really want to redo this. You can just duplicate it now. Go to frame 0, and then just move this below bit around. You can even use it later as we can hide it for right now. This one, we can have them move here. Then let's say I like this. If you like the current state of your model, which mine is to follow a bit more down here, it looks quite cool. Then what you do is go into the modifier properties. Apply first the SAP deficient surface and then the cloth modifier in that order. Here we have a quite decent results. If you go into edit mode, you can see that we have this edge loop here in the middle. And with Alt S, we can scale this down. We want to do this because now we have a little seam here. It's very nice so we can scale it down even more. And Alt S is very handy because alt S doesn't just scale down. It's kind of inflates it instead of scaling it. That's why we use Alt S in this case. This is already UV unwrapped. You could do it again if you want to go and then you will place your UV seam directly here where you just created these. Yes, seems right. So it will be this actually appear in the middle. We don't have to do that in this case. So let's go to the shading. And in the rendered viewport shading, we can look a bit closer here to our beautiful little pillow and we can create a new material. This is going to be the pillow material. And just select the principled shader Control Shift T and search for material. So this green one is quite nice. You can do the color, normal roughness, and the specular. Click on principle texture setup. And here we have a material. I would like to scale this up by maybe three around the x and the y axis. And that is essentially it. Now, we can also put the xin a bit up if you'd like to. And here we can see that we get a fairly nice result. And of course you're always able to add extra soft efficients if you please. So this next below, for instance, we could do exactly the same. So do we like the place where it is going to rotate it a bit more? Here, play it. And if you want this bill to interact with this below, you need to make sure that this has a correlation. But right now I'm just gonna avoid that. Tried that they don't really interact with each other. And around here seems to be quite cool. Let's say I wanted here, then apply again just a subsurface modifier than the cloth modifier. We're going to grab the same material and then just duplicate it. And we can actually, we should delete all of this anyway. So you could have also created a new material. It's selected principle shader, Control Shift, and then select the other material. You don't have to do this, but I'm just showing you how easy this is if you just duplicate a certain model, because we don't really need to redo everything anymore. This is literary minutes work. This one could be a scale of three as well. Three-by-three seems to work quite well. And here we have our beautiful little pillows. And that is essentially how we create these amazing leukopenia. And you can see that a blanket, some pillows can really brighten up a quite boring model in this case, which is of course the couch. I hope you guys learned a lot about this and I'll see you guys in the next video. 16. Cloth brush: In this video, you're going to learn everything it needs know about the cloth brush inside sculpting mode in sub blender. So why do we need the cloth brush? Well, if you want high detailed and very small little wrinkles on your models, it is very hard to achieve that result with just the cloth physics inside Blender. This is why once you have credit and decently looking model, so let's say a pillow, which we also have an exercise later on form. Then you want to first do the cloth physics and then go over it with the cloth brush to create some nice detailed, smaller wrinkles or even just more wrinkles. So what is the cloth brush? Essentially, the craft brush creates a smallest assimilation at a localized space. There are a lot of different options here, and I will go for the most important ones. So if you guys, to understand these ones here, you kind of have to understand just normal brushes as well. Because these options will be all the same. If we look at the normal brush, you can see that we have two little circles here, an outer one and the inner one. If I draw on here, you can see that we get this result which is showcased here. This has a radius, radius unit and everything underneath. That is how a normal brush works. If look at the cloth brush, you can see that we have four circles. We have these orange ones in the middle, and we have these outer two ones. So these orange ones are whatever the normal brushes are as well. If I put this radius a bit up, you can see that they both got scaled up. The outer circle is the radius. The strength changes wherever it is, middle circle is. So those are these two options. Let's go back to this cloth brush and let's talk about these outer two circles. These circles are essentially where the simulation stops. So as I said before, if we just drag here, you can see that a cloth simulation starts. Now, if I keep going around the sides, you can see now that at those points is essentially where the simulation stops. You can really see a defines a line where it stops. The little dotted line is the following. And you can change these down here. If I want a bigger simulation limit, you can see that I can scale it up right there. If I wanted smaller, you can make it smaller. You also have here, which let's make the textbook bigger. The simulation follow-up. So this is the falloff, which is this dotted little lines. So if I make that smaller, you can see that now the follow-up starts already around there. Very cool. And that is essentially why there are four circles instead of 2 fifth normal brushes. But let's go over these options here. First, I will showcase these with a normal brush. The radius, as you already know, changes the radius. We have a radius unit as few. So if I look here, whenever I scroll out, you can see that my brush stays the same size depending on my few. If I do scene, however, it will stay the size relative to the scene. So as you can see, it stays always the same size relative to the scene. This could be very handy, okay? So make sure you know the difference between them. There are also have a different radius instead of pixels, it is showcased as meters. It's a different unit. The strength we also talked about is quite important. If you want less strength, you just put lower. You can see that the most, maybe even too low. If you want more strongly put it higher. Normally you keep the strength at quite a low setting, but that is also dependent on whatever you use. The next thing is add or subtract. You do not have this at the cloth brush, but whenever you add something, you can see that it goes on top. If you subtract, it goes inwards. It is add and subtract there. You can, however, also do this with control. So if I just click and drag, you can see that now it adds clay. But if I hold Control and drag, you see that it's abstracts. That's a little short key which is very handy to use. We also have a normal radius. And the normal radius I need to showcase on a cube. Normal radius essentially takes the average of multiple normals and this influences the brushes orientation. What does this mean? Well, when we have a low normal radius, we can see that if I draw here on the sides, this here gets affected, but here on the sides which have different normals, it's not the fact that n Just as drawn up. If I, however, have a very high normal radius, you can see that if I drag here, we also do the side get clay added. So for a higher value, you get a smoother version. If you have low values, you keep contours intact. So here you can keep the contours intact. And if you have with higher, you get a more smooth result. We also have hardness. Hardness influences how close the brush falloff starts to the edge of the brush. So right now the hardest is 0. So we don't really like our follow-up will start very early on. But if I have it all the way to one, you can see that there's almost no follow-up, just instantaneous. So that's the hardness. And we have outer smooth. The outer smooth. We can look at layer. If I have the outer smooth at 0, you can kind of see what is happening here. But if I put out, out smooth all the way on and do this again, you can see that we get a way more smooth result here. That is the difference between null out, smooth out, smooth. Let's take a look at our cloth brush. With the cloth brush, a lot of this is not really necessary. Of course, the radius, the strength. Your radius unit could be quite handy. But normally I don't really play around with the normal radius too much or hardness et al, also out of smooth, I have not played around with yet. These say often the same, but these here changed a lot. Now we also have persistent. The cloth has a persistent, but it's better to showcase it with the layer brush. If you take on persistent and make this our persistent base, so set persistent base. You can see that if I do more strokes, it doesn't matter how many strokes I do now, I just keep clicking and dragging. It will stay at a persistent height. However, if I turn this off, you can see that if I just click and drag, click and drag, that the height will be changed. We don't have a persistent height. You could add a new height with the persistent base as well. If you have a persistent set persistent base, here, you can see that I click and drag. And if you add a new persistent base to this, you can again do this. And now if I keep dragging, nothing will change again, right? So there's a new persistent base sets that is persistent base and it works the same with the cloth. It's just a bit harder to see what happens. We have to cloth brush is essentially that if I shut my persistence and just start moving this around to however much I want, it doesn't really do extrema height differences anymore. But if we go back here and I turned this off, you can see that if I start moving this around and around and around, it gives us a very extreme results that is persistent. And this could be very handy By the way. Now, we have our simulation area, which is local. If you look at these outer circles, if I click and drag, these circles will stay at the same spot. So we can really see where a cutoff point is that is local. You can put it to global and global essentially means everything. So this goopy handy bought it takes a lot of computing power because you're literally simulating everything. We also have dynamic. Dynamic is local, but these circles will move with your brush. So I'm not confined to just that little circle here because if I move here, you can see that it just moves with you. That is essentially the difference between these. Local is the most efficient for your PC, then dynamic and global. As last, we have simulation limit, which we already talked about. We can make the simulation larger. As you can see that the, both the circles become larger. You can make it smaller or bigger. And also this little dotted line in there, that is the following. You can also change that. Let's talk about the deformations. The first one is drag. Drag simulates pulling the cloth closer to the cursor. Similar to placing a finger on a tablecloth and pulling it. We have push, push assimilates, pushing the cloth away from the cursor, similar to placing a finger on the tablecloth and pushing down. You can see here we have pinch point. Pinch point simulates fooling the cloth into 1. Like pinching with two fingers. We have pinch perpendicular. Finch perpendicular simulates pulling the cloth into a line. We have inflate. Inflate simulates air being blown on the cloth so that the cloth lifts up, grab, grab stimulates picking up and move into cloth. Expand, expand simulates stretching the cloth out. We have snake hook in the last. Snake hook simulates moving across without producing any artifacts. This creates more natural looking faults than any other deformation modes. Let's go back to drag. And I'm going to show you the difference follow-ups. So radial, as you will see, applies the forces as a sphere, which might even be better seen as inflate here. It is added as a sphere. We also have plain riff playing. You can see whenever I drag, we get these arrows coming up. With playing. The forces are applied as a plane. We also have cloth mass, and that is essentially the mass of each simulation particle. You can put it higher or lower. We have the cloth damping. That is how much the applied forces are proper graded through the cloth. That does what damping always does. Just also if particles, we have soft body plasticity. And that makes sure that the cloth preserves its original shape, acting more as a soft body, we have enabled collisions. Very handy. If you have a collision, it will still collide with it even if you're simulating it in the sculpting mode. So quite handy. Furthermore, we have some more options, but most of these are not that important. As you might know. A lot of times you only use 20% of any tool. Of course, there will be once in a rare case, that you might use something here. But overall, this is kind of the importance of our cloth brush. And if anything comes up in these tutorials are of course, explain whatever we're doing. But most of these are also showcased in any other of these brush options. That is the cloth brush. I see you guys in the next video. 17. Face sets and how to create a realistic cloth mesh: In this video, I'm going to teach you guys about phase sets. You will learn what they are and also how we can use them with the cloth physics in mind. If we look at a pillow, then we can see that two pieces of cloth has been sewn together in the middle. The one thing that I want you to notice is that the wrinkles here on the top part of this pillow have a different trajectory then their wrinkles on the bottom. They don't just continue through this seam. And that is one thing that we can create with phase sets. Let's create a pillow. I'm just going to scale it around the x-axis and y. Then create some extra edge loops. Make sure they're nice and square these phases. Then we can always actually let me do this as well. Yes, then we can always as extra subdivisions if needed. I would like to apply my scale as well. I'm going a bit quick through this because I wanted to showcase to face a sets. But you guys can always follow me. Let's also select all of these edges around so we can create a nice UVC him later on. Here, Control E mark scheme, then a U and unwrap. If you want to, you or UV, you can see it in the UV edit. These are our UVs here. But let's go back to Layout. Make sure you have a timeline up and create a cloth physics that's put the quality steps to seven pressure. I would like to put a five. And if we play this, you can, of course see that it will fall down. So let's go to filter weights and put the graph t at 0. So let's do this again. And here you can see that it gets nice created. So what do we want to do here? Let's just save this as a cache. So let's do like a 100 frames and bake this. Then we will look for an appropriate frame. So let's look for a frame which has some decent shapes in it. It's okay if it's a bit too bulbous outside because we can always scale it inwards. But let's say around the frame 35, I like it. Then I go to my modifiers and apply this cloth modifier. Right-click Shade Smooth. And here we have a decent results. So now I can show you guys how to use phase sets. Let's go to sculpting. Sculpting, you can scroll down and look for the draw phase sets. Every time I draw right now, I cannot create a different color. And these are essentially masks off parts. So you can see them as masks. You can hide these masks. If you hover your cursor above a color, then click on H. You can just focus on one single piece here, H again, and everything will be unhidden. You can do this for every single color. We can also expand the color by again, hovering your cursor above the color that you want. Then hold Control and then just click and drag. You can expand the color. The thing is, we want different masks or face sets for every single piece of cloth here. And the way that you can do this easily instead of trying to create it like this, is go to Phase set, initialized phase sets, and use any of these options. In our case, we already created our UV seams. So let's click on that. Now our UV seams are created and we have a different phase set for every single part here, which is very, very powerful. Let's look at just a random brush. If I use the in-phase brush and go to add fenced, you can do this by the way in every single brush, but you need to go to Advanced and select Face sets. Now, our auto masking is set at phase sets were essentially if I click on the yellow and drag wherever I want it, you can see that only yellow will interact with me because the other ones are masked off. If I just click and drag on this blue, only blue go. So it essentially whichever color you select, that one will be your active color, Let's say. Now, There's also an option here which is called Face Set boundary. And that essentially is the line in-between colors of phase sets. Now it masks off those boundaries. And if I have instill my inflate brush here, make the radius a bit bigger. You can see if I inflate this, these corners are, these edges will stay in place. So in this case you can kind of make a puffy little looking pillow. Also that could be very handy. It automatically creates kind of seems. So how do we make in this case, the pillow more realistic? But of course, these techniques you can use. Any kind of Croft material. Let's go to phase sets and then do face us from UV seams. As you can see like we went as few steps back. I just wanted to explain to you what phase sets do. Now, I like to go into the cloth brush. Here on a cloth brush, we can just play around with R below. One very important thing that you always have to do when creating models. So it doesn't matter which model you are creating, but it's looking at reference images with the references that you have. You can see what these wrinkles inside the cloth do. Let's say this main shape is already, you know, corresponding with the shape of your reference. Now I want you to look at the reference and go to smaller shapes, which could be this small little wrinkles. This small little wrinkles can be easily created with the cloth brush. The cloth brush I like to use, maybe at first and nice inflate brush. This brush can imitate some of these bumps that you can get in here just so it does not all too smooth. So I'll put the radius op, and put a few bumps in here. Very like you don't even want to notice them too much, but a little bit. Right now our brush stroke is set at space. This stroke method requires you to move around and it doesn't really stay on spot. But if you change this to airbrush, now it will just simulate an airbrushed. If you click and drag, it will just spray in the middle. Of course, we need to put the strength a bit down 0.1 maybe to create very small of these details. You don't want them to be too noticeable, but very small details just to break this up a little bit. This can also be very handy if you work with multiple pillows because if you have multiple pillars that are duplicated, that you want some differences in them, otherwise they all look the same and that's not really what we want. If this kind of way you can simulate a more of a bumpy look. Which also happens to realize by the way, but that depends on what kind of material is inside of the below, of course. Then the next thing is using just the drag tool. With this drag tool, I like to think about these wrinkles here that I wanted to go horizontally. Makes sure this brush, so the drag brush has actually not the stroke method airbrush, but you should have the stroke method space again or dots. I can just click and drag to the side and you can see that more of them will be formed. Click and drag, click and drag. The cool thing is that the effect here I read alike, but in the middle, it doesn't really seem realistic. These wrinkles go too far, but we can easily fix this. If you hold Shift, you essentially just temporarily select the smooth brush, which is this brush. This brush smooths everything out so you can just click and drag and smooth this out. We've shift it doesn't automatically. If you, however, I want to change some settings from the smooth, if maybe the smoothest, a bit too strong for you, you can go to the smooth brush, change the strength. So strength at 0.3 whatever. And then whenever I am just in a cloth brush and then hold Shift still, the strength will be at 0.3. So that is one thing that you also can do. Here. You can see that now we have very more wrinkles them before and they're actually starting to look good. Of course also the amount of soft efficients matter. If I use a multi-resolution, then I can simplify this. And I can either go up and down in my sculpting level. This of course, takes a bit longer to load, especially when we use the cloth brush, but it could be quite handy for more intricate details. We also talked about the that fans setting phase sets. Because we have phase sets, we can have different wrinkles in every single color. That is also something that I really like to do. It's just whichever color you select, that color will be indirect. You can interact with that color. So if I do maybe a bit higher strength here, 0.3, you can see it now I'm interacting with blue. So here we can see that some detail can easily be created with these techniques. I hope you guys learned from this. And now you know how to create realistic luca materials, but also realistic cloth. Because the cloth simulation gives us already cool effects. But sometimes the wrinkles that we get from assimilation don't really match up with the wrinkles that we see in our reference images. In this way, you can create higher-quality Luke and cloth. So that's it for this video. I'll see you guys in the next one. 18. Cloth filter brush: Let's take a quick look at the cloth filter brush inside sculpting mode. If we have a cube here, we could add a few extra soft efficient than Shade Smooth and go to sculpting. Inside sculpting, if you scroll down, you can see our normal cloth brush, which we already talked about, but we also have our cloth filter. The cloth filter brush is essentially the same as the craft brush, but in this case, it just simulates the cloth inside sculpting mode bots, it does it for every single vertices. It is not localized. Let's say you can of course PIN, use masks or even face sets to kind of separate these parts. But it is essentially for every single vertices. Also the filter types are quite different. Right now we can inflate and expand, which is more for a kind of 3D models instead of a 2D cloth. If we have our filter type gravity, if I click and drag away, it'll fall down. If I click and drag to watch my model, it goes the opposite way. So click and drag away from your model is positive. Click and go to watch your model is the negative value. Now, we have gravity. Of course, this is not following on something, so it will not really interact as a cloth. It has no collision. You can use collisions, just create a collision, take on US collisions, and that will work in this case in my version it crashes. So I'm not gonna try that. But we can look at these other types. Inflate. We of course, encourage your model. If I click and drag away, you can see that it inflates. If I click and go towards my model, it does the negative of the inflation. We also have expand, which expands the cloths dimensions. Here, the negative version and a positive. Then we have pinch, this, pinch it towards wherever you start with clicking. If I click here and start dragging, it will go towards that points. If I click and drag away, it will, of course do the negative of that. It will be pinched away, but that doesn't really make sense. And of course we have our scale. This skills, the mesh essay, soft body. Also very cool. You guys already know what the strength, thus, the force x could be a handy if you, for instance, won't don't want the clock to go around the z-axis. So you can exclude the z. Then you can see here that it will only scale, in this case around the x and y-axis. Also very fun. Play around with we have our orientation. The orientation may I blend the kind of knows which orientation it wants to claw filled through, go at, let's say in this world orientation, if I use gravity and then let it fall down, it will go around the z axis inside the road. But if I use view and look from here, you will see that if I click and drag away, it will not go down around the z axis. It will actually go around to set excess of my few, which in this case is now this way, right? So that is a little bit different. It could also be handy, but normally local should be fine. We have a cloth mask and craft damping. We already know these. And here you can also use phase sets or use collisions if you want to work with them. These other settings are not really particular to describe filter itself and don't really need any explanation. Now that you know a little bit about the crop filter, we can actually do a little exercise and I'll see you guys there. 19. Exercise Cloth filter Chesterfield: In this video, we are going over some ways in which you can use the cloth filter brush. There are of course thousands of ways to actually use it. But I personally think these techniques are quite fun to do. A could see the potential it has as well. We're going to create this Chesterfield effect that you can see here. We are going to create a nice little poof. In the first method, we will use some masks, and in the second method we will use some phase sets. Let's go into Blender and let's delete this default cube. We can add a nice plane and add some extra subdivisions. We can add, yeah, a nice density. Maybe you have around 4 thousand vertices. If you cannot see this option is just to right-click and make sure the scene statistics are on. Now, we go to sculpting mode. And inside sculpting mode, I want you to click on M. This is our masking tool. If I draw on this model, you can see that this gets masked. So if the strength is one, we essentially exclude this from our sculpting. If it's 0, it will be included about anywhere in-between is kind of an average in-between them. As you can see what a color. If I say, let's say if I have high here, then if I use my cloth filter, what we can see with this gravity is that everything will just fall down except the H and the Y. With the Scofield. You can kind see it even as a little pin. We are kind of painting this in place. But you can also see if you just need to create a very quick cloth. You could even do it just with the cloth filter and not even use any cloth physics. But let's click on controls that a few times. And if you can't get rid of this one, for instance, there is always a lot of masking options inside the sculpting mode. You can always clear mask. Now go to the top view which is seven. Make sure you're masking brush is selected. Just click on M. And here I want to put my radius a little bit up and makes sure that x and the y of the symmetry are turned on. Now if I click on here, you can see it will be symmetrized and every single corner will have this nice mask on it. The radius should be maybe at like 80 or 90. And I want to draw here in this corner, maybe a bit bigger. When you've thrown in the corner. You can also draw here in the middle. So around here. And this is essentially going to be one singular Chesterfield Ps, which we can array over and over again. Let's go to the cloth filter brush. We will just use the inflate filter type. And I personally like to put the strength a bit lower, so maybe 0.3. Now if we just click on this model and drag it to the outwards, you can see that we create this very cool effect. Make sure you don't go too far outwards because then these edges will go to much inwards and we cannot be fixed this anymore inside the modelling or edit mode. But a little bit is okay, as long as we get some nice wrinkles in here, right? So this already looks good. I couldn't go from bit further. But this is starting to look quite, quite cool. If you're happy with it, go through your layout again and right-click Shade Smooth. To array this, we of course need to use an arrow modifier. This area modifiers now set at the x-axis, but you can see an obvious little gap in here. Also if we add an other one, and this one will set the x-axis at 0, but the y-axis at one. You can see that if it, if it gets arrayed around the y-axis, we also get this gap. This gap is because we did this animation of course are the simulation. The thing is we can fix this easily, go inside the edit mode, select the vertices which are kind of in the middle. You can see that if you look at these access to this one is matched up if the y-axis, this one in the bottom as well, and then here the x-axis as well. Now what you want to do is make sure you are proportional editing is on again. And now we can scale this up. If you scale it up, instead of only these vertices being scaled. The whole proportion of adding two to actually make sure more of these vertices will move with it. So it's a very smooth scaling tool. Now, you want to scale this up. If you have a very small brush or if you scroll down a lot, you can see that your share code is gray circle becomes quite small. In this case, only a few vertices will transform. Now if you make this bigger, so just keep scrolling. Then more and more vertices will actually be included into this yes selection. We want to have it flat, but it doesn't have to be perfect. It's okay to have some of these gaps because we can fix these gaps very easily. One way to fix these gaps, make sure your proportion edits into is off. Select this whole edge loop and then scaled around the y-axis for 0. So this makes it nice and flat. The problem is this vertex here or well, these vertices, we know that all of them have been masked off. So this is kind of a perfect unit. It's a blender because we just added a plane. And I want to keep that measurement. If I wanted to scale everything, not just on effort, because if I do scale y is 0. You can see that these vertices also jumped down. But if I want to scale them around this vertex, I would have to make sure that my transform pivot points here is set at active elements. Then make sure this vertex is two if elements. You can see that when it's white, the last selected vertex that you have is y. So you can just deselect and select something, right? So you can see that they become white. Now if you scale around the y-axis for 0, everything will be scaled around this location. Now it's perfectly flat. Of course they don't match up yet because this bottom one is also still kind of wonky. We can do the same here. Select this whole edge loop if Alt select, and then with Shift select, I'm just going to de-select and select this one just so it is nice and white, which is the active elements. Then scale y 0 and then Enter. Now we can see that it is perfectly centered in the middle. We can do the same for these ones here around the x-axis. So this whole edge loop in this case, then this vertex is last scale x 0. Enter. Do the same here. This whole edge loop. This one is last scale, x 0, Enter. And now everything is nice and flat. Perfect. The only thing you need to do now is make sure you merge both of these arrays together. Because you can see that when they are not merged in here, let me show you that these vertices don't really match up perfectly anymore. And that's totally fine. But if you merge them, they get nicer matched up. And we don't have any problems anymore. Right-click Shade Smooth if you haven't done so. This is essentially it. So we can use as many areas as we want. We can create a couch of this. So this is the first kind of thing that I instantly saw that was like, whoa, this is kind of cool that we can create. This kind of look very easily with just some masks and one brush. That is the first exercise of cloth filter brush. I see you guys in the next video. 20. Exercise Cloth filter Pouf: Right now, I will show you a way to create a cool little poof. So if you click on Shift a and add an ecosphere, we have these cool shapes. And the cool thing about the cloth filter is that you can keep the shapes intact. I'll actually show you how to do this. So skill z, to make this a bit smaller, so we can actually have more of a poof shape, contrary to apply the skill. And now select everything with a, then shift E and H crease them all the way at vector one. Now I want to use a subdivision surface levels viewport one is fine and then apply this. I did this because now I can select these edges by themselves again. So it is a little bit annoying, but just Shift E again, then do minus one. So everything is these selected? Go to Select, select sharp edges and put the sharpness at 1%. And now all of the edges that we've selected before are essentially sect that again, this seems like a domino, it'll step. But if we want this nice and smooth as you can see here. So if I put this a few ports up to four and apply this, what you can see is that these edges are, these vertices are still selected an auto acids just very hard to do. You have to select them all by hand. And that's just something that I don't want to do. That is why I did that extra little step. The more vertices, the better bought it does get microcomputer a bit slow. So I might add one more level of Viewport here, one more self-sufficient and depth might do it. Then click on Control Plus to expand the selection. Then go to sculpting. The cool thing about phase sets is, is that we can face set from edit mode selection or selection, which is an added modes, will now become phase sets. You just have to select your cloth filter, make sure use phase sets its own. And now we can start playing with the inflate tool and all of these audit tools that we have. I personally like to first scale the face that's down. So if you scale the color here, this pink a bit down and then go into the inflate and inflate these gray parts. I personally think that is quite cool to do. You can also do some expanding. Then debt in unison with inflate will essentially create a few more of those wrinkles. But you have to play a bit around with all of these tools. Also the strength IF ID that's 0.3, and you could even play around with the cloth masks. Let's go a few steps back. If I put the cloth mass at maybe point to that, in a lot of cases works better than a higher Croft mass. You have to just play around with this. But we have our trusty control sat, right? So if anything goes wrong, just click Control sets and everything will be right. Again, this is actually a quite a cool effect that I have here. I like what we have. And you can just go to Layout and here is your little poof. And as you can see, some decent ladder materials can make these models look very, very nice and realistic. Even this one has quite nice leather material on top of here. And that is essentially everything that we need to create. A little poof or even a part of a couch. Let me actually show you how to create these materials. To create the material we just go to shading. Select the proof, click on New, rename this to poof or letter material, whatever you want. Select the principle note, Control Shift T, and then go to letter. And in this case we just used the diffuse specular roughness and normal. You can import these and see what this looks like. In this case it is set, the texture coordinate is set at uv. In our UVs are kind of already created when we just imported a normal ICP Austria. So we don't have to recreate them. The only thing that is wrong here is the scale. And we can put the scale up, so maybe ten by ten. And here we can see that they have these results. Maybe even 1550 might work better in this case. But as you can see now, if you go to the rendered viewport shading, even inside the FE, it looks quite nice. That is it for this exercise. 21. Create clothes in blender: In this video, I'm going to show you guys how to create clothing with a cloth modifier inside Blender. There are of course, multiple ways to create clothing. If you want to create belief for clothing with sculpting, that is also a great technique to create believable clothing. But animating those, yeah, it has a kind of a different path than animating everything inside that. The cloth modifier. This whole class is about the curve modifier. I have to be honest, blender is not the best with clothing. If you really want to delve deeper into creating clothing, I would highly suggest look at marvelous designer. That program is really focused on the seams that you can create and you can use different patterns, combine them together. But of course, I want to showcase you guys how to do this inside Blender. So the first way, which is maybe the simplest way and also can guarantee some decent results. You can even use the soft efficient surface modifier in this technique. It's just creating a full clothing without any seams. We don't really need to use any suing. We don't need to sue anything together. And in the next video, I'll actually show you how to use the sewing option. But first I just wanted to show you an option to not do it. And also some reasons why not to do it. How do we create clothing? First of all, you could try to extrude or cannot duplicates certain parts of your model, then separate the selection and create a craft out of that. But you can also just create a cloud thing piece above or on top of your model. So if we just grab a plane, I'm going to rotate this around the x-axis for 90 degrees, create an edge loop in the middle so I can delete one side and still have a nice mirror modifier. Then I can essentially move these vertices around my model and create maybe a t-shirt. What I personally like to do is I like to use the Snipping Tool, snapping set to face. You can essentially click and then click on G to drag you are for RTX around what this does. It snaps it on top of your 3D model. In this case, you can just literally snapped everywhere in the mirror modifier. I also want to put on my clipping. Otherwise I can essentially move this middle piece out. I don't want that. So just click on clipping and then they stay nice in the middle. Yeah, you kinda have to figure out where you want to place every single piece. It is very blocky. If you just look at this by itself, you can see that it's just a very blocky mass, but we can always just start extruding more pieces. And I'll also put on my toggle x-ray just so we can see where the vertices are. But you can just extrude this over and over and just move everything around. Also here, just like in every other kind of cloth model or simulation that we have created. Try to make squares again, okay, that I will always stay important. Let's say this is a little t-shirt that I want. Now what we have to do is think a little bit about the shape. In this case, we are very much defining these breasts, but we don't really want the sheet of breast later on in the simulation because it just looks weird. I already have some kind of broad, but if it's a t-shirt, the property will be emphasizing these breaths so much. What you want to do here is you can put on your x-ray again and then just move this a bit outwards. So just take off the snapping tool and just move this slowly a bit outwards. So we have more of a t-shirt shape instead of a, I guess a skin shape right here we have this kind of T-shirts. And what you want to keep in mind while creating these clothing. That your geometry matters and also the main shape of your model, just like anything else that we have created in this whole class. If you want your shapes to be more rounded, make it more rounded. Otherwise it will end up more square inside of your model or simulation. So these, if you want them, have them around, make them around also. Now because we have nice and square geometry, we can always satisfied with one time extra. That is always school ends because it is one single piece. We can also use a soft efficient surface if needed. With clothing. The size also matters. So right now it's already quite small. If it Now. If we now simulate it, it will stretch towards the size. You could make it a little bit bigger and then it will fall nicer into place. But that can also be done inside the cloth modifier itself. Let's select this t-shirt. It's gonna be called tight or whatever you are creating. The maybe it's just assured, maybe it's a t-shirt. I didn't really know anything about growth and to be honest, but let's add a cloth modifier and let's put the quality steps higher. That's quite important. Inside collisions. We wanted to put the collisions higher as well, maybe 56 and put the distance lower, of course, so 0.001. So if you now play this, you can see that we get a quite of a decent results. All right, Awesome. Now, you could add more geometry by just adding an extra subdivision. Here. You can see that it gets kinda, yeah, weirdly shaped like she has some kind of disease. Well, that is because this T-pose female model is quite low poly. So if you put a higher self deficient in here and play it again. So let's put the logo at two, but makes sure this is before the collision, in front of collision and then play this, you can see that we get way more realistic result either it looks way better like this. Here in this case, we get nice wrinkles, everything looks decent and we've created a little clothing Ps. And the cool thing about this is that it will also work if animations, I'm not really going to showcase that. If you guys want that, then just comment down below and maybe I'll make an extra video. But it's quite simple. You just need an animation. You can just animate your character or whatever you are creating. And then go inside the cloth. Physics of your cloth. Make sure underneath shape, your dynamic mesh is on. Only that matters. We also have a shrinking factor which you can also use. With shrinking, you essentially shrink your cloth before the animation so we can make it smaller, which with higher values you do that you make a smaller with higher values. And then you can see that it will shrink even more. This will really shrivel up. Or you can put it in the minus, which makes it bigger. So then you have a very kind of a big cloth which both of them are quite handy, okay, you don't need to scale it up and down. Instead, edit mode or object mode, you can't do that inside the shrinking here. Also very handy. In the next video, I'm actually going to show you how to use suing, which is also very cool. It's gonna be a bit more of an intricate kind of closing piece. And I will also show you very quick how you can create some decent looking materials. I see you guys there. 22. Create clothes with pattern sewing: In this video, you are going to learn how to work with patterns. So these are the accounts blueprints, but they're called patterns inside the clothing industry. And we can recreate this inside Blender. It is graded with seams. And we can create these themes as well. How are we going to go about this? Well, refers are just going to grab our image. Here. Makes sure we are in our front view of this blend file and then drag it in. So now this makes sure that this front part kind of matches up with your mannequin. I'm going to put it here. It doesn't have to be perfect. But now we can see that how long are kind of dress is, maybe a bit longer. Something like this will be nice. What do we do? Let me first explain to you how we are going to connect these pieces and how everything there'll be simulated inside the cloth modifier. So when we have a piece, Let's say we have a plane here. We can of course, create more subdivisions and use a cloth to simulate this cloth here. And if we display this, it will simulate. Now if we want two pieces of graphs together, you just need to so this together in shape. See suing, make sure this is ticked on. And now, as you can see, it pulls loose edges together. If we have another kind of cube here. And then these phases will be deleted, then we have loose edges. These loose edges will be pulled together. Now what happens? Let's look. It just jumps together. Perfect. So let me grab another plane and show you some difficulties and things that we might bump into. I'm going to add this plane and of course, a little cone as our collision. Now, this cone has a collision on nets and we have our plane. This plane we can extrude, create another edge loop here. And we're going to delete this phase only phases. Let's add a curve modifier and now we can make it fall down. It will just act like a cloth. Of course, we don't have enough geometry, so let's add some extra subdivisions. And once we play this, we can see the first little problem. Because we sought the fire this. We only have two edges on the outside. All of these other vertices are not connected at all. That is why only the edges will be pulled together. This is going to be important later on because you need to have enough geometry to create a nice-looking cloth. But you cannot just use a subdivision modifier without getting these holes. I normally suggest you just create first the subdivisions that you need and then add your edges. Let's say I don't have these sheets. What you can do is just select this whole edge loop with Alt, select, then Shift Alt, select the other sides. And then you can click on F3 To bridge edge loop. So rich, just search it attributes. You can also do this with Control E or Control E. And then down here will be bridged edge loops. Now click on X to delete only the phases. And now the only thing that is left are these loose edges. If I play now you can see that everything gets pulled nice together. This is one of the ways that you can use this. You can also even use our creative pillows. So let's say I wanted to delete all of this, extrude this upwards sectors whole edge loop here, and then delete only the faces. We can even use some extra pressure on the inside. Here we have a little pillow also here. Again, if I want to have more geometry I need to do with now bought, then we get holes because it's not pull together perfectly. So that's you have to keep in mind. Also, what I wanted you to see is that we have separate parts here. Bots, we have to keep the geometry the same. Because if we need to bridge edge loops, you cannot bridge an edge loop if one side has less geometry or more geometry. Let's say I have this hair, but I have an extra edge loop. What is going to happen if I tried to bridge these edge loops? You will see that it starts to create these weird lines. Also these lines could probably work as seems. I can delete only phases and see what that does. Makes sure that suing is on. They will work as seems, but you can see that it doesn't indirect issue might want it to the left and right should have the same amount of geometry. Now that we know that we can kind of start and I will just show you how I do it. And this will probably work for any of the patterns that you will create in the future. The first thing that we can see is that we have a front and a back. They both look different. But the left and the right are mirrored. If we create just one side, we can use the mirror modifier to have the other side as well. Now, this is the same for the front and the back. And we can combine all of these. Let's start with a plane. Rotate displaying around the x-axis for 90 degrees and move it up. Now, I can scale this down and I want to make sure that my image is in the middle here. Like this. Perfect. Why do I use a plane? Well, I like to use a plane because I can just create an edge loop here in the middle. Then delete these two vertices. And now if I use a mirror modifier, everything will be mirrored perfectly. But if you move this middle on around, you can see that we get like an opening. We don't want that. So what I'd like to do is put the clipping on. If you ever want to move this inside, you'd just turn a clipping off again. This is ECS debts. Now, I'm going to move all of this a bit around and see what we need here. Create extra edge loop if needed. But at first I want you to start with very rough geometry. Just do rough geometry and then you will reach wherever you want to reach. I'm gonna move this bit up here. And actually this, once you have a general shape, you can go into wireframe mode and kind of see where the hiccups are. Here. I want this way more smooth. And also here we want to try to get at least some quarter geometry. There needs to be square. This is the geometry that I came up with. Now, we want to go to the next parts. How do we do this? The first thing is I want to do is just extrude this and go a bit down. I want to keep this a little part here, but later on we will actually delete this because these are two separate parts. This is very handy because we can use different materials if you want to on them. If you want to delete these later on, we're gonna delete only the phases and we have these edges left. But for right now, we're going to keep them there and they don't have to be square. So don't worry about that. This next one, however, are gonna be square again. And we're gonna keep off this combined. You can just move this here and just add extra edge loops if needed. So again, if you have the general shape, you can start to create nice square geometry. Or S squared is possible, as I already said, it's quite hard here. Then we can go onto the next part. You can literally just extrude all of this. But also here, keep in mind, you want to keep it connected for right now. We're just go extrude everything. We're going to click on the Shift H and just move this. And I even like to use my proportional editing tool, but move this a bit closer to the result that we need to these lines here. Once you have reached the line, you can unhide everything. And I will just show you that later on. We're just going to delete all of these phases. Okay? That's it. Now from these edges or vertices, we can start to extrude it again and create this next part. Also in this case, I like to hide these vertices in the beginning and then just move this around. Click on Alt age. Now let's just focus on this, right? So you can just keep moving anything around. But now we want to have square geometry again. All right, so let's look. This looks quite square. The only thing you have to match up is this part below here. Because we wanted this little edge. This is going to be cut off. That's gonna be a little seam there. Then here I need to fix this as well. Perfect. Now we want this same geometry. Again, it doesn't have to be perfectly the same, but we need to connect it later on to this back. What's going to be connected? This edge loop is going to be connected. So I highly suggest you duplicate this actual loop, move it down, and then start the same process. So now we worked from out to in. It's going to be exactly the same as top. Now, we can just connect them all later on with ease just to make sure it is. Again, this little edge here is going to be in the right spot. And in this case, I think it is. That's the only thing you need to do just to make sure that everything is on the lines. As you guys can see, the geometry is not debt dense and this will of course create less wrinkles and lesser quality cloth simulations. We want to make sure that they have more geometry. You can of course, just subdivide it. The problem is also these little edges that we have here will be subdivided. So then we don't really know very well that are edges to be these ones we need to delete, but we don't know where the edges are going to be. How do we do this? Well, I first would just say delete those faces. We can get them back later on. These, and these ones here as well. It seems a little bit redundant. But the whole purpose of this first phase that we have here is that this part and this part has the same amount of vertices. So we can connect them. Now. If we want more geometry, you can now just start subdividing them through however many vertices you want. In this case, I think this will look good. Now we can start to combine these again. So you can just select this edge loop and then this edge loop, a used Alt, and then click to select this whole edge loop. Then Shift Alt and click to select this edge loop underneath. Click on F3 to bridge those edge loops, and then instantly click on X and delete only phases, right? So don't now we don't really have to do anything extra to the same here. F3 rich edge loops, right-click x only faces. We can do the same in this bottom part here. F3 bridge edge loops, only phases. Here it's gonna be a bit more difficult because this edge loop goes all the way up. So in this case it will stop here probably. But you can always do a little check if I select all of these vertices here, let me actually get rid of this image so we can see it a bit better than we have 41 vertices. And if I select all of these here, you can see also 41. So these two edge loops can be combined. F3, bridge edge loop, x only phases. Perfect. Those are these all combined. Now, for this bottom part, we need to do the same. Select these and these. Again here. You can check it, but probably it will stop around here. Then F3 rich edge loops, x only phases. Same here. Awesome. One thing though, in the back, this is going to be connected. And at this point it is not already connected because we have a mirror modifier. Let's make sure we apply the mirror modifier. Then connect these, and then do the same after rich edge groups. Only phases. Now the only thing we need to do is we need to select this whole bottom parts, then move it to the back. It doesn't have to be too specific. And now the only thing we need to do here is combine these two pieces. In this case, here on top, these are going to be combined F3 loop for bridge edge loop again, and then delete only phases. Here on top. F3, rich loop x only phases. Also here you got to keep in mind that there are some holes in our mesh which we want here is going to be our neck. I don't want to see if the cloth here because the neck is going to be here. Now, here are going to be the arms. But down here, this could be combined. Again, F3 rich edge loops, x only phases. Same for this bottom part, which absolutes x only phases. Now, of course, in a bottom, we're not gonna do anything because our legs are going to stick through. And then we can combine these. However, F3, x only faces this part as well. F3 bridge edge loops, x only faces. Perfect. Let's look what this is going to do. We're gonna get our T-pose female. I'm going to save my file just so, you know, maybe it kind of crashes. I don't want it to happen. And then we need to match up our little plane here. So I'm gonna move my cloth around so my female fits in here. You can always make it bigger like this or you can move these around if you want to move this one a bit more forward. So the chest is not going through. But yet you can also scale it a bit up if you want to. Just see what's happening, make sure your T-pose female has a collision applied to it. And you could also give her an extra soft efficient surface. So put this above the collision, but then she is or has a bit of a smoother geometry. Now, select the plane or dress. Create a nice cloth. Physics quality steps can go higher. We will of course go into the shape suing needs to be on M. We can start to see what this is doing. So I'm just going to play it from frame 250. And here you can see that it starts to get combined. Perfect. So it's a bit abrupt for me, a bit strong. And I think the cloth itself is a bit too tight as you can see here. Even the seams can pull it together. There is of course also a huge gap here. And that all has to do with the collisions. Collisions. Let's put the quality a bit higher and puts the distance and lower. So 0.001. And let's look what that does because that gives us a bit more space. It looks a bit better, but there are still some holes here. Now I will put firstly the shrinking factor a bit lower, which makes the mesh a bit bigger. You can also play around with the max suing force, but in this case I will keep it at 0. So let's look what this does. Here. It starts to look decent, awesome. We get some nice effects here. And this is really one of the best ways to actually do this. We do, however, get a little problem here. What is that? Well, it could be that we have some edges in places where we don't want them. But in our case, I've remembered that we just had one part and then I just moved backwards. So it could be a normal problem. So you can check your normals in here in a few put overlays, face orientation, and you can see that the normals are totally flipped. So I will select everything inside edit mode, go to Mesh normals and recalculate outside. If this doesn't work for in this instance, it actually doesn't work. These normals are still red and I want it to be blue. You can select them separately. Here. The ones that are red on the outside. Click on Control Plus here. Then Mesh, normals Flip. So now they are just flipped and now everything around here is nice and blue. And we can go back here, makes sure to face orientation is ticked off and see what this does. In some cases that goods become a problem. I still see however, that this is combines. Also here, quality of collisions could be the problem because it starts to interact with each other. And here we can see that they are not combined but the spring together and then it gets stuck. But when the quality collisions are higher, we don't get this problem anymore. Quality collisions worked in this case, we still have a little bit of very large pinching around here. Again, you could make your dress bigger, or you could even play around inside the edit mode here. Select maybe this edge loop here, and then scale everything a bit up. So make sure that is essentially it. Right-click Shade Smooth. Make sure that you have that on. We can create extra soft efficients after a cloth modifier. And maybe even a little bit of a solidify modifier. So we have a nice seam here. Don't put the thickness too high is skin is quite good. And that is essentially everything that you need to know to create this dress. What about the materials? Let's go into shading if you're not already, and let's go to the rendered viewport. Right now we are inside the render engine EV. Let's go to cycles and make sure you use your GPU. If you have a good GPU, which most of you do have a better GPU and CPU. Now go to world because we first just want to add a random HDRI. Just add an environment texture, and open one of the HGRI so it doesn't really matter. And this just gives us a decent lighting so we can work with it. If you don't want to see the HGRI, you can go into, again, the random properties. Scroll down and find the film. On any film you have transparent. So now the background is transparent, but it was still cast light on our scene. For this model, for this dress, we wanted to create some of these looking materials. So just create a new material. You can rename this as well, like dress or whatever you're creating. And then select your principled shader, click on Control Shift and tea to import your textures. We just want a normal roughness and specular from any of the materials that you have and then do principal texture setup. We didn't want to use the color because we are actually going to use our own little color in here. If we zoom in, we can see here, this is of course a bit big. So maybe we put a scale up to like eight by eight. That looks more decent. Essay color. We are going to add an image texture. This color goes into the base color of our principal shader. And we can open our pattern. The pattern that I chose loose like this, just open image. And here we can see this cool little pattern. I personally do think however, that this pattern is a bit too big. If you want to add a texture coordinate MAP notes at the same time, you just select your image texture. Click on Control T, and it will automatically add these two. And now we can just scale it up. So maybe two-by-two, this already looks way better. The cool thing about having a separate parts is that you can even also separate these materials. Let's say I want this part of the model to have a different material. You can just select all of these phases. Go through the material properties, click on plus to grab a new material, you can essentially just grabbed the same material may be duplicate it. You can see I cannot click on the duplication, so it needs to go in object mouth, duplicate it, and then go back in edit mouth. Then I can assign these phases that we have selected to this dress zeros 01. And you can essentially change your pattern may be, or maybe we want to have a different color, which it's going to look ugly right now. But you guys can see what I mean with this. Here. Let's play this. Here. We can see the results, right? So of course, I personally don't really liked in this case, but you can easily do that. All right, so that is essentially how we do this. If your model is also animated, makes sure inside the trash, you also put on dynamic mesh. Then dynamic mesh, as it says here, then emic mesh makes simulation respect deformation in the base mesh. If we animate this, this profile, then act with it. I hope you guys learned from this and I'll see you guys in the next video.