In this Blender fabric tutorial you will discover:
Ever wonder why so many architectural interiors look cold and uninviting? Everything’s hard. You wouldn’t want to live in a house filled entirely with hard surfaces, so it’s no wonder we’re repulsed when seeing them in renders.
Fabric helps contrasts hard surfaces with flowing soft, comforting material. If you’re finished an interior and there’s no organic surfaces (soft, flowing shapes) then add some.
In this tutorial I’ll show the tips and tweaks to get nice fluffy towels that complement your scene instead of detracting from it.
The techniques in the tutorial can be used for creating pretty much any soft fabric; tablecloths, blankets, silk bedding etc. Go nuts
1. Start a new scene. Delete all the default objects and replace with a Plane. Scale it double along the X axis (S>X>2).
2. In edit mode, add a vertical loop cut in the middle of the Plane, so that the faces are even.
3. Subdivide the Plane (W>Subdivide) and in the toolbar set it to 50 cuts:
4. Go back to Object Mode, enable Cloth under the Physics panel, then check Pinning.
5. Go in to Weight Paint Mode (Shift+TAB) and draw a dot where you want the towel to hang from.
6. In the cloth settings, select ‘Group’ for the Pinning.
7. Increase the Cloth Quality Steps to 12, and enable Self Collision.
8. Then adjust these settings:
1. Add a large Plane at the back of the towel object and position the towel object at the top.
2. Rotate the towel object along the x-axis so there’s less of a drop when the simulation bakes.
3. Select the back plane object and under the Physics panel, enable Collision.
4. Select the towel object and under the Cloth Cache tab of the Physics panel, set the End to 100, then click Bake.
5. Playback the animation and once you’re satisfied with the look of the towel, go to the Modifiers Panel and hit Apply under the Cloth Modifier.
1. Add a Spot Lamp and position it as shown:
2. Add a Camera to the Scene and frame as desired.
3. Select the Spot Lamp and set the strength to 4000 and shadow size to 2m.
1. Select the towel object and add a new material with this node setup:
2. Add a Fresnel node (Input > Fresnel) to control the Factor of the Mix Shader.
3. Add a Translucent node and connect it to the setup with an Add Shader.
4. To have further control over the color of the towel, add in an RGB node and connect it to the Diffuse node.
5. Add in a MixRGB (Color > MixRGB) node and connect it to the Velvet node to make the velvet effect brighter.
6. Add another MixRGB node and connect it it between the RGB and the Translucent node, but set the second color to black to make the translucent effect darker.
Here’s the finished material node setup for the towel:
7. Add a Solidify Modifier to the towel object and set the thickness to 2mm.
8. Add an Edge Split Modifier so there’s no artifacts near the edges of the towel.
1. Create a new Particle System for the towel object with these initial settings.
2. Increase the number of particles and set a low Display percentage to reduce the memory load in the viewport.
3. Check Advanced, and modify the Brownian and Random amounts to give the fur a more natural look.
4. In the Cycles Hair Settings, set the Root and Tip to 0.40.
5. Increase the total number of particles to 1 million:
6. In Edit Mode and select the entire mesh except the bottom edge, and a strip above it as shown:
7. In the Object Data panel, go to the Vertex Group and assign the selected vertices a Weight of 1.
8. Then in the particle settings, vertex group options, set Density to ‘Group’.
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