Realistic Cloth Simulation in Blender (tutorial)

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  • เผยแพร่เมื่อ 3 พ.ย. 2023
  • How to make realistic pants in Blender by using the cloth simulation.
    No addon required.
    UV to Mesh geometry-node ↓↓↓
    github.com/gugenstudio/UVtoMe...
    Edge Flow/Set Flow addon ↓↓↓
    github.com/BenjaminSauder/Edg...

ความคิดเห็น • 54

  • @BrianLife
    @BrianLife 6 หลายเดือนก่อน +37

    “7 years later”. Lol. Awesome.

  • @Xeranxies
    @Xeranxies 7 หลายเดือนก่อน +2

    This is a really good example. Great work!

  • @AndreySokolovRu
    @AndreySokolovRu 7 หลายเดือนก่อน +6

    Thank you, this is awesome! Always loved your cloth tutorials! Still remember the one from about 2018. It seems to be not on the channel anymore, but I repeated it so many times that it is still in memory. The only thing I could not understand was the reason of the trick with poke faces, so thanks for the explanation this time! Very exciting and inspiring tutorial!

    • @shamusmoore
      @shamusmoore 6 หลายเดือนก่อน

      was that tutorial on the shirt? i cant seem to figure out how to do the shirt with all the details like buttons, collar, those things at the end of the sleeve, etc

  • @deoclicianookssipinvieira5858
    @deoclicianookssipinvieira5858 7 หลายเดือนก่อน

    It is beautifully made!
    Thank you!

  • @HungrySquid715
    @HungrySquid715 3 หลายเดือนก่อน +2

    One of the best tutorials I have seen on how to design and simulate clothes in Blender without addons. I followed your tutorial and did the entire process 4 times with increasingly better results. The process is definitely not quick between iterations; the one part of the process I would like to see more efficiency is after the UV to Geo step, is somehow automating transforming and rotating the flat cloth parts around the collision body without manually doing so every time. I don't mind creating the sewing lines as it's like a puzzle for me!

  • @ruslandad365
    @ruslandad365 2 หลายเดือนก่อน +1

    This Lesson is Simply INCREDIBLE!!!
    THANKS A LOT!!!

  • @CGDive
    @CGDive 7 หลายเดือนก่อน +2

    YES! Great workflow. Thank you for sharing!

  • @RazielHerbert
    @RazielHerbert 7 หลายเดือนก่อน

    It is beautifully!

  • @cfernando41
    @cfernando41 7 หลายเดือนก่อน

    Thanks for share, please more tips. 🤩

  • @RomboutVersluijs
    @RomboutVersluijs 7 หลายเดือนก่อน +2

    I believe because you used a certain number in unquadrify it cause the eeflow to rotate. Most times when you use uneven number or even, cant remember which one, it will eventually go back to the coorect flow.

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน

      Sorry I don't understand what you mean.

    • @TheBigQQ69420
      @TheBigQQ69420 5 หลายเดือนก่อน +2

      They're saying that when you poke the faces, then run tris-to-quads, it's changing the directional flow of your topology and that at enough iterations you'd have your original flow. Although I just glanced, that seemed to be the intention; not sure they understood.@@MaxPuliero

  • @ZELFOR
    @ZELFOR 6 หลายเดือนก่อน +1

    Thanks!!!

  • @LawrenceAaronLuther
    @LawrenceAaronLuther 2 หลายเดือนก่อน +2

    I was lying down feeling sleepy, but a whole video on pants simulation woke me up. I am a nerd.

  • @jack1313
    @jack1313 6 หลายเดือนก่อน

    Really greaten tutorial, Made me redo some sim for a character I'm sculpting.
    I followed this guide and simulated some cargo pants with pockets on the sides and back;
    What would be you method of connecting pockets to the main pants of a shirt, because currently the pockets are connected to the main fabric geo which is creating 3 edges connect to a vertex.
    From look a refs I could just delete the geo in the pockets so it's like an extrusion to make it 2 edges connected to a vertex.

    • @MaxPuliero
      @MaxPuliero  6 หลายเดือนก่อน +1

      It's a life of compromises.

    • @jack1313
      @jack1313 6 หลายเดือนก่อน

      ​@@MaxPulieroThanks, I guess you're never gonna see in there 😅

  • @RomboutVersluijs
    @RomboutVersluijs 7 หลายเดือนก่อน

    What you mean by freeze transformations. I other apps this means you lock it, so it cant be moved. But you actually seem to apply the transformstions

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน +4

      I meant "apply"

    • @harrysanders818
      @harrysanders818 หลายเดือนก่อน

      Applying transforms is called 'Freeze' in Maya, pretty standard term for this outside of Blender, so no need to smartass him on terminology.

    • @RomboutVersluijs
      @RomboutVersluijs หลายเดือนก่อน

      @@harrysanders818 well sorry but, Maya isn't all. Freeze is really a temp thing normally

  • @shoutout3d550
    @shoutout3d550 หลายเดือนก่อน

    🙌

    • @shoutout3d550
      @shoutout3d550 หลายเดือนก่อน

      Max - brilliant work.

  • @RomboutVersluijs
    @RomboutVersluijs 7 หลายเดือนก่อน +2

    I didnt understand why you first make it flat with the geometry node sstup and then out it back. Is that because you want it to wrap around using thr cloth physic. Same as how marvelos design does it?
    Ps i think i remember an addon which does the same, that was before geometry nodes. I believe it usrs the iv map to make the mesh flat

    • @RomboutVersluijs
      @RomboutVersluijs 7 หลายเดือนก่อน +1

      Have you also tried but without that step using the gm node setup. I wonder if it will make that much of a difference

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน +2

      Yes, Textools makes the UV flat too. I highly abused that functionality before Geo Nodes :D

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน +3

      @@RomboutVersluijs without flattening the geometry I got something okay but with a lot less folds, at least in my experience.

    • @RomboutVersluijs
      @RomboutVersluijs 7 หลายเดือนก่อน

      @@MaxPuliero guess because it was already into shape. Wonder, if you pin top parts and use less friction, if the fabric moves better. .

    • @RomboutVersluijs
      @RomboutVersluijs 7 หลายเดือนก่อน

      @@MaxPuliero so basically the same or is GN faster. Guess so, ive not gone onto that road yet. Still feels to impressive and bends to wards math skills

  • @captainpepsi353
    @captainpepsi353 2 หลายเดือนก่อน

    13:41 i dont understand how u added the geometry node onto the model (like i dont know how u were able to search for it in blender) when i drag and drop it on the model it wants to open another instance instead of applying the node onto my pants model
    EDIT: i found the solution :) all i had to do was create a new assets folder ( \Documents\Blender\Assets ) then place the .blend file in there and it showed up in the assets library

  • @nijamshaikh6975
    @nijamshaikh6975 17 วันที่ผ่านมา

    Can u make sofa couch cover tutorial for me please 😇

  • @Reaching1
    @Reaching1 4 หลายเดือนก่อน

    wow, thats complicated.. No one seems to adress the part of closing the sewing lines in any tutorial ive watched. When using pants like this in animation, the sewing lines will split open. How do you close them? I always have the problem of overlapping geometry and literally thousands of verts. All by hand?

    • @MaxPuliero
      @MaxPuliero  4 หลายเดือนก่อน +1

      Hi, well I select one of the sewing edge and I can select similar by amount of adjacent vertex (shift+G) then I merge all in one click.

    • @Reaching1
      @Reaching1 4 หลายเดือนก่อน

      ok, thanks a lot, that somehow worked, but i had to edge select and use amount of faces around an edge and then merge by distance, but that worked.. didnt know about shift g. thanks for the tip.@@MaxPuliero

  • @chrisjansen1943
    @chrisjansen1943 3 หลายเดือนก่อน +1

    Why would you separate the object just to sew it back together again? There's no need to do that.

    • @MaxPuliero
      @MaxPuliero  3 หลายเดือนก่อน +1

      You are right

  • @hoachuhoa-up8tr
    @hoachuhoa-up8tr หลายเดือนก่อน

    13:44 How can I added the geometry node onto the model

    • @MaxPuliero
      @MaxPuliero  หลายเดือนก่อน

      You have to add it to your asset browser

  • @clausbohm9807
    @clausbohm9807 4 หลายเดือนก่อน +2

    "Since cloth simulation is not interactive ..." Well I guess that means going back to Marvelous Designer or staying with Maya. So Blender is NOT good at everything!!!!!

    • @MaxPuliero
      @MaxPuliero  4 หลายเดือนก่อน +2

      Totally,
      You should use marvelous if you have it.
      You should also stop using Maya tho :D

    • @clausbohm9807
      @clausbohm9807 4 หลายเดือนก่อน

      @@MaxPuliero One thing, I love the Maya UI, it just seems more professional, yeh kinda superficial, I know.

  • @BestMods168
    @BestMods168 7 หลายเดือนก่อน +1

    i'm impressed that the wrinkles look way better than marvelous designer and blender sim is way faster than marvelous designer.

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน +1

      Thanks! Blender is not bad indeed, but Marvelous Designer is easier, faster and intuitive.

    • @Rawdawgggg
      @Rawdawgggg 6 หลายเดือนก่อน +2

      @@MaxPuliero I think should be said that your method actually allows you to quickly concept out the pattern, where as MD would require you to learn or get a bunch of patterns beforehand. I'm not a seamstress so this is infinitely more intuitive for a 3d guy 😂
      Amazing workflow, probably best one i've seen so far for blender cloth and sew sim!
      Edit: if you had access to MD I'm wondering if it might be possible to just export the first bake in and simulate/adjust more folds in MD 🤔

    • @yosupajin
      @yosupajin 6 หลายเดือนก่อน

      Man what MAX did is really good ..............but seriously you say wrinkles is better than MD? sim is faster then MD?................a pant like that inside MD is calculated in a second.
      btw, points of wiev..........what i see is the MAX's sukiru (スキル) (the skill).

    • @MaxPuliero
      @MaxPuliero  6 หลายเดือนก่อน

      @@yosupajin I never said that

    • @MaxPuliero
      @MaxPuliero  6 หลายเดือนก่อน

      @@Rawdawgggg you can totally do it.