Realistic Cloth Simulation in Blender (tutorial)

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  • เผยแพร่เมื่อ 29 ม.ค. 2025

ความคิดเห็น • 87

  • @BrianLife
    @BrianLife ปีที่แล้ว +76

    “7 years later”. Lol. Awesome.

  • @HungrySquid715
    @HungrySquid715 11 หลายเดือนก่อน +8

    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!

  • @AndreySokolovRu
    @AndreySokolovRu ปีที่แล้ว +7

    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 ปีที่แล้ว

      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

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน

      ​@@shamusmooreI deleted it a long time ago because it wasn't accurate on a few points. I should record a new one for sure.

    • @shamusmoore
      @shamusmoore 7 หลายเดือนก่อน

      @@MaxPuliero I would absolutely love if you did that!

  • @LawrenceAaronLuther
    @LawrenceAaronLuther 10 หลายเดือนก่อน +5

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

  • @RomboutVersluijs
    @RomboutVersluijs ปีที่แล้ว +3

    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  ปีที่แล้ว

      Sorry I don't understand what you mean.

    • @QQnowQQlater
      @QQnowQQlater ปีที่แล้ว +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

  • @Xeranxies
    @Xeranxies ปีที่แล้ว +2

    This is a really good example. Great work!

  • @captainpepsi353
    @captainpepsi353 10 หลายเดือนก่อน +3

    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

  • @3DEnthusiast-z5d
    @3DEnthusiast-z5d 3 หลายเดือนก่อน

    It really is about the right numbers and the topology.

  • @garvamatic
    @garvamatic 7 หลายเดือนก่อน

    amazing work! and great explanation

  • @hre23123
    @hre23123 หลายเดือนก่อน

    Awesome video! I'm not sure why when I use the shrinkwrap modifier I don't have the same result as you. The shape of the belt gets deformed on the sides when I change the wrap method to project. The volume of the shape doesn't appear even as you have it. I'm using Blender 4.3 right now.

  • @dustinbaugh6263
    @dustinbaugh6263 5 หลายเดือนก่อน

    If you don’t plan on doing cloth sim when animating the character and just having the clothes deform with the character rig would need to make the topology of the clothes resemble the topology of the character? Like the knees, hips, shoulders and elbows?

    • @MaxPuliero
      @MaxPuliero  5 หลายเดือนก่อน

      @@dustinbaugh6263 it depends on various factors, usually the inner body is deleted, if you need to keep it try to have enough polygons to be able to deform it in the same way the body get deformed.

  • @CGDive
    @CGDive ปีที่แล้ว +2

    YES! Great workflow. Thank you for sharing!

  • @ruslandad365
    @ruslandad365 10 หลายเดือนก่อน +2

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

  • @deoclicianookssipinvieira5858
    @deoclicianookssipinvieira5858 ปีที่แล้ว

    It is beautifully made!
    Thank you!

  • @RomboutVersluijs
    @RomboutVersluijs ปีที่แล้ว

    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  ปีที่แล้ว +4

      I meant "apply"

    • @harrysanders818
      @harrysanders818 10 หลายเดือนก่อน +1

      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 10 หลายเดือนก่อน

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

    • @ravenpotter5131
      @ravenpotter5131 6 หลายเดือนก่อน

      ​@harrysanders818 thank you for answering that "freeze" means "apply", I don't have the money for Maya or marvelous and am stuck with free software, blender, so i had no idea what the video was talking about during those segments.

  • @AK-fn2in
    @AK-fn2in หลายเดือนก่อน

    Bro my pant is get shrink like a wrapper and the sewing has a lot of gaps what should I do

    • @MaxPuliero
      @MaxPuliero  หลายเดือนก่อน

      @@AK-fn2in make them more loose, it should help.

    • @AK-fn2in
      @AK-fn2in หลายเดือนก่อน

      @MaxPuliero how

    • @AK-fn2in
      @AK-fn2in หลายเดือนก่อน

      @@MaxPuliero how

  • @RomboutVersluijs
    @RomboutVersluijs ปีที่แล้ว +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 ปีที่แล้ว +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  ปีที่แล้ว +3

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

    • @MaxPuliero
      @MaxPuliero  ปีที่แล้ว +3

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

    • @RomboutVersluijs
      @RomboutVersluijs ปีที่แล้ว

      @@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 ปีที่แล้ว

      @@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

  • @hoachuhoa-up8tr
    @hoachuhoa-up8tr 9 หลายเดือนก่อน

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

    • @MaxPuliero
      @MaxPuliero  9 หลายเดือนก่อน

      You have to add it to your asset browser

  • @ianek9794
    @ianek9794 7 หลายเดือนก่อน

    Super useful tutorial but the whole process just makes me want to use marvelous designer 😂

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน

      that's the whole point xD

  • @chrisjansen1943
    @chrisjansen1943 11 หลายเดือนก่อน +1

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

    • @MaxPuliero
      @MaxPuliero  11 หลายเดือนก่อน +1

      You are right

    • @modifyman6977
      @modifyman6977 4 หลายเดือนก่อน

      @@MaxPuliero To give it the cloth effect/s...folds...wrinkles...you could sculpt those yourself if your sculpt-able.
      go to...
      th-cam.com/video/0gLJlr_r3TE/w-d-xo.html
      She makes it look so simple.

  • @RazielHerbert
    @RazielHerbert ปีที่แล้ว

    It is beautifully!

  • @jack1313
    @jack1313 ปีที่แล้ว

    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  ปีที่แล้ว +1

      It's a life of compromises.

    • @jack1313
      @jack1313 ปีที่แล้ว

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

  • @AK-fn2in
    @AK-fn2in หลายเดือนก่อน

    13:41 how did you do that

    • @MaxPuliero
      @MaxPuliero  หลายเดือนก่อน

      I used a custom geo nodes that you can download in the description

    • @AK-fn2in
      @AK-fn2in หลายเดือนก่อน

      ​@@MaxPulieroI am trying to do it with text tool but the sewing edges are getting disconnected

    • @AK-fn2in
      @AK-fn2in หลายเดือนก่อน

      ​@@MaxPulieropls respond it

  • @basiladeeb
    @basiladeeb 7 หลายเดือนก่อน

    Why didn't you just copy the whole mesh from the waist down and make it into a separate selection? Then you only need to make a few adjustments here an there after that.

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน

      Hi, can you tell me the time?

  • @Reaching1
    @Reaching1 ปีที่แล้ว

    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  ปีที่แล้ว +3

      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 ปีที่แล้ว

      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

  • @nijamshaikh6975
    @nijamshaikh6975 8 หลายเดือนก่อน

    Can u make sofa couch cover tutorial for me please 😇

  • @cfernando41
    @cfernando41 ปีที่แล้ว

    Thanks for share, please more tips. 🤩

  • @bankaisoftware5326
    @bankaisoftware5326 3 หลายเดือนก่อน

    Name of the song? :D

  • @DDDD-ew4wp
    @DDDD-ew4wp 7 หลายเดือนก่อน +1

    what is going on in 19:34

    • @MaxPuliero
      @MaxPuliero  7 หลายเดือนก่อน

      I re-quad the faces for better sin results

  • @ZELFOR
    @ZELFOR ปีที่แล้ว +1

    Thanks!!!

  • @Timelessvisuals-c9n
    @Timelessvisuals-c9n 26 วันที่ผ่านมา

    7 years ago 😂 man wtf where were u 😢

    • @MaxPuliero
      @MaxPuliero  25 วันที่ผ่านมา

      @@Timelessvisuals-c9n sorry, recording tutorials is a great pain for me :(

  • @PyubX
    @PyubX 6 หลายเดือนก่อน

    How long does one have to work in blender to get to this level

  • @h-unte-r_
    @h-unte-r_ 5 หลายเดือนก่อน +2

    first is easey but later is hard 🥵

  • @Alisiono4ek
    @Alisiono4ek 3 หลายเดือนก่อน

    👍👍💖💖

  • @shoutout3d550
    @shoutout3d550 9 หลายเดือนก่อน

    🙌

    • @shoutout3d550
      @shoutout3d550 9 หลายเดือนก่อน

      Max - brilliant work.

  • @BestMods168
    @BestMods168 ปีที่แล้ว +1

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

    • @MaxPuliero
      @MaxPuliero  ปีที่แล้ว +1

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

    • @Rawdawgggg
      @Rawdawgggg ปีที่แล้ว +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 ปีที่แล้ว

      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  ปีที่แล้ว

      @@yosupajin I never said that

    • @MaxPuliero
      @MaxPuliero  ปีที่แล้ว

      @@Rawdawgggg you can totally do it.

  • @andrea98bruce
    @andrea98bruce 5 หลายเดือนก่อน

    4:03

  • @modifyman6977
    @modifyman6977 5 หลายเดือนก่อน

    Yup. After...it was 2017...no, 2016.
    After 8 years, I realized that I would "not" find the time to relearn Blender.
    So I just skip those other, "suppose to do" things for a while and do what a artist/creator must do...That is a long list.
    Anyways, I keep having issues with Shrink Wrap intersecting with my model/collision despite the displacements or offsets I use. Too much and the pants are looking baggy. I can't find those vertices sweet spots which give a snug fit and not share the same space as her ass after the modifier...Yeah I'm using a female model...I rather work around a camel toe than a banana hammock.
    ...maybe in the collision settings?
    I really would like to get to the pant legs...

    • @MaxPuliero
      @MaxPuliero  5 หลายเดือนก่อน

      @@modifyman6977 the truth is, blender is not the ideal software to handle this kind of things..

    • @modifyman6977
      @modifyman6977 5 หลายเดือนก่อน

      It may not be ideal, but then the overhead service charges, compared to...for example...Adobe...
      But then I have not, to yet, to ever, contribute to that bloated software. I really thought Adobe would have their own OS platform by 2020.

  • @valtabohm
    @valtabohm 3 หลายเดือนก่อน

    bro took 7 years to answer LOL

  • @modifyman6977
    @modifyman6977 4 หลายเดือนก่อน

    So back again trying this...Geometry node issue.
    But Came across a technique that may save some time with making the pants.
    th-cam.com/video/0gLJlr_r3TE/w-d-xo.html
    Mask over your model in Sculpt Mode the design then "Extract Mask". Shrinkwrap, displace, edit...Then Quad Remesh it and continue.

  • @Fahnder99
    @Fahnder99 7 หลายเดือนก่อน

    crazy. cudos.