How to Make a Blanket in Blender (Couch Part 8)

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of all of the uses for the cloth simulator a blanket is by far the easiest of all of them so if you've been following the rest of this couch tutorial series then this should be a walk in the park and it'll also be the final part of this uh couch making series anyways so blanket you need to start with an object and that's going to be a plane position it above now the shape of your blanket can be whatever you want i tend to think the rectangular ones look pretty good so i'm going to scale this um holding down control to be exactly 0.5 right now the reason i want it to be 0.5 going by what was in the top left there is that the next step is making sure that you have faces for your cloth simulator otherwise straight it'll just look stretched so in edit mode i just want to go ctrl r and i can place one smack dab right in the middle click right click and now we have two faces which means that now when we add a subsurf modifier and we increase the viewport amount set it to simple so that the edges don't round out um all the little faces in here will be exactly square and the cloth sim will look lovely so now we can add a cloth simulator making sure of course that the cloth sim goes after your subsurf modifier not the other way around um and if you're not on frame one it will move out the way so just go shift left arrow move that to uh back to frame one okay so if we were to just hit space bar right now you would see that it starts to fall and assuming that the objects you have underneath it that you have uh turned on collision in your physics settings and the important values really for your objects that it's being collided with is uh the thickness outer that is the distance that it will give between there and the blanket um and also the friction amount if it's sliding off it you want to increase it if it's sometimes causing like jittery problems it might be the friction is too high but you know play around with it yeah see what you get now there is a big gap in here and that is because as well as the um this providing the gap there is also underneath the cloth settings the object collision distance value which is as we talked about in the cushion tutorial way too high by default for almost everything you would ever want to use it for so i use a point zero zero one nice and low okay i'm also gonna scale this down i don't want it to be too big um now the amount of geometry that you get is determined by the viewport amount not the render amount this isn't going to be used at all so we'll just don't worry about that so i'm going to go with 5. now you want to play with that because obviously the more detail you throw at it the more wrinkles you're gonna get and as i've spoken about in the past too many wrinkles like if you go too fine and not only will it be the cloth simulator will be too long but it'll actually look too small in scale in relation to the object that you have um in it so uh anyways i found that a value of five works well for this now you'll notice here that i've got a bunch of problems um for one it's clipping through an object which has collision turned on and i don't have collision for um other things so make sure that every single object it's going to be colliding with whoops has uh has collision turned on so i'll do that now whoops i'll do that now make sure that's .001 i'll just ctrl c on that value so that i can just paste it and do it again paste it and then again okay cool so now i'll move that there and let's just see how this looks okay it it's falling too far as well so by the time it actually touches objects it's moving so fast that it's more likely to clip through things now some things that uh that can cause clipping is for one it could be the gap right so if it's clipping through something you might need to increase the distance between it but you will also have a visible gap something i want i excuse me something else i like to do is increase the quality of the collision so it says collision iterations the way i understand it is is that between frames um like one frame to the next frame there can be a lot of movement the cloth can go from here to here and if there's an object in between it it'll clip through it right so that's generally what's happening when you increase quality generally what i'm understanding is that it's subdividing that frame and it's performing little operations in between it so it's more likely to pick up something so i generally find a quality of five works well there and then the quality steps of the simulation that's not related to collision i think i think it's just the cloth in general anyway i find 10 it it starts to look a lot nicer anyways now that we do this it it says that it should increase the simulation time and i guess it does but not as much as you would actually think and you can see that we have a lot less clipping going on now that we've made those two changes it starts to look really nice now this looks way too um hand placed right it looks like you've almost ironed it in place perfectly flat and we want to have much more wrinkles and make it look like the blanket was thrown on it um i've tried a bunch of things to get that like i was like adding in a bunch of random objects above it so that it could collide and like fall and fold and all that kind of thing and then i realized like it's really easy all you need to do is if you want to have like wrinkles and everything just make it fall but like at an angle like this so i'm holding down control in the top left hand corner i'm just choosing a degree like 70 degrees like that and then if you were to simulate it what you would see is that it looks better you get wrinkles however it also starts to it almost looks like it's pancaking right if you come in close here like these wrinkles aren't behaving the way you would expect they're sort of all just sort of mushed in together and for a while i was trying to figure out what was going on there is it something to do with quality and then i realized like there's object collisions by default but there's not self collision by default and that's very important because if you don't have self collision turned on then of course it's not going to know that there's other cloth for it to interact with so before you simulate this though by the way make sure you change the distance because the distance value by default if you have it set too high which it is by default those vertices which are like four vertices like this um they will automatically start colliding with themselves for every frame of the simulation and it'll start to go ballistic and it'll actually freeze up blender it's very very annoying so this value is way too high by default so go .001 you can go a little higher if if there's any problems there but anyways once you do that it will take longer to simulate um not not too bad in this case but not as long as it used to so the recent update to blender 2.83 which is what we're using um it's made it a lot faster self collisions i used to very rarely ever turn on because it took forever to calculate now it's a lot faster and look at that it looks a lot nicer now if you find that it's a little hard to read this jumbled up mesh you can turn on shade smooth and then i also as well as that i add a subsurf modifier after the cloth just to see how it looks and it doesn't look too bad if you have some clipping which you might have you want to increase your distance value by the way i will show you as well let's just turn off this because that will slow it down um i just want to show you what it looks like when you've got it a little bit too high okay because it was something that i didn't pick up on okay there you go like that when you start to see like it pinching or even any sort of movement in here between where it's starting to collide with something that means your self-collision distance is too high so i just wanted to show that because uh yeah it's very important that it should fall and not react to vertices that close so anyways increasing that slightly so that it doesn't collide by the way you might also be wondering what about these other values up here i tried decreasing vertex mass which you would think you would want because how heavy is a blanket probably not point like 300 grams per vertices that would make this uh like i don't know what would it be like probably over like 100 kilos as a blanket but in this case if you go really light it just sort of takes forever for it to simulate and just doesn't feel right and i don't know i just found the default value works pretty well there something else you might want to play with is sheer i found like low of shear by the way is like if you've got a square so that the face of a vertice shearing is when it allows the face to sort of move like that like become like diagonal or a trapezoid whatever that shape is called um if you if you turn it up it resists it and tries to keep everything a solid square face um which might not be what you want so in our case i find like a lower value of one to work just a little bit better sometimes you get like pinching and weird sorts of stuff on the edges of the blanket so that can kind of fix that anyways it's looking pretty good um now the cool thing about simulations is that uh very small changes in the placement of the cloth can have big impacts so if your blanket was like you know pinching the edge of that you just move it ever so slightly to the right and it completely changes the look of it it's also why simulations are very frustrating because you make one two tiny little change and you get completely different result and you don't know why so um it's a blessing and a curse but just keep that in mind if you don't like how it looks try rotating it positioning it etc um something else i'll do is i'll just move this like this um just to you know try and make it look a little less planned a little less organized like hey this was a blanket that was thrown and yeah it's not gonna look as good as like somebody moving it by their hand or whatever like a normal blanket would but close enough and that's uh that's that's what we're going for the close enough approach hey i like that it's got kind of like an edge to it now instead of it being perfectly uh perfectly aligned so that's what it's all about right it's re-simulating seeing what looks good and uh and that looks pretty nice to me now before you go and apply this because we started with a plane we shrank it scaled it etc you need to do your uv unwrapping now whilst you have the plane in this shape so go to your uv image editor which i actually don't like clicking because then it turns on the material preview and it takes longer to load and like look what it's doing it's like freezing up just because i wanted to uv unwrap an object anyways so i'm just gonna hit you unwrap oh the other thing as well we our object is not uh it doesn't have uniform scale so always a good idea to make sure you've got uniform scale i don't know if it actually interrupts the simulation if having a non-uniform scale changes the simulation don't think it does but you know nine times out of ten the problems in blender that you experience are caused by a non-scale non-uniform scaled objects so just apply scale pretty much everything anyway um yeah i want this to fill the uv square so i'm just going to scale that by two um and that's it that's that's all we need to do so now run the simulation one final time and now we're gonna get to pick our frame that we want to freeze our blanket on and uh and then apply material to it and you're basically done i like the look of this yep that looks man do we want that to be bunched up there i might just wait for it and see if this uh little bit at the end there relaxes ah nice that's what i like to see okay cool so um you know if there's a bit of a gap there you could play around with some settings change the friction whatever but i like the look of that so i'm going to add in a subsurf after it just to see just to approve it and go yeah yeah give it the once over not bad um so you want to apply it in the order top to bottom so subsurf apply and then apply your cloth and you don't want to apply this because you want to be able to control this in your rendering after the fact so that's all i need to do so the material um obviously this is a big part of the design of the overall look of the room that you would be rendering so yeah pick a nice looking design blanket i'm going to be using this material from polygon i'll put a link to this in the description of course it is a premium texture but it is also a really nice texture it's not just like a little lazy pattern that was thrown together it's like interweaved into the fibers of it so it's actually built like a real upholstery um fabric would look but it looks really nice so i set up a super basic lighting setup um if you want to know a full tutorial on that i'll put a link up there it's the exact same method that i used for the studio lighting for the chair tutorial it's just two lamps on a beveled plane the good news is is that once you put in like the right amount of effort into all the detail and the wrinkles and all that stuff it rendering is really quite easy and then that secret little magic trick to make it look really nice is just to use high contrast in your render settings it just tends to look a lot nicer i'll put a link where you could actually buy this couch i'm putting it on gumroad if you want to buy it it'll support the channel and also you can pull it apart and see anything that was different to yours if you wanted to um the other thing i'll say is that if you follow this you're probably wondering like how on on earth does anyone find the time to make chairs and couches for an arc vis scene right when you've got all these couches and stuff the answer is is that professionals don't if you know how to make one couch um there is really not much benefit in modeling another one and another one and another one um you will learn maybe little things throughout it but it's not going to be that helpful to you so professional archivist people always download couches models they just used bought assets in there it is not cheating that's a very very bad mindset to have using paid assets helps you deliver the final scene faster which helps you get paid and helps the client get it out on time so yeah don't feel bad about buying a couch in the future now you know how to make one buy them and and go from there so thank you for watching this long extended couch modelling series and i hope to see you in a future tutorial bye
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Channel: Blender Guru
Views: 308,809
Rating: undefined out of 5
Keywords: blender, tutorial, couch, sofa, cloth simulation, cloth, blanket
Id: 6zaAA0QqVPE
Channel Id: undefined
Length: 14min 7sec (847 seconds)
Published: Fri Jul 24 2020
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