Тёмный

Cloth Simulation in Blender Part 2: Non-Destructive Workflow Using Geometry Nodes 

Nxsty Nate
Подписаться 2,5 тыс.
Просмотров 862
50% 1

In this video, I'll be demonstrating how to use cloth simulation in Blender as part two of a previous video that was uploaded. In this second part, I expand on the SketchyVisuals style we previously explored for simulating cloth rolling up. This time, we’ll be using a non-destructive workflow, starting with Geometry Nodes. I’ll show you how to set up a grid, array the grid, apply materials, and realize instances, as well as a few other things to enhance the workflow using Geometry Nodes.
After setting up our Geometry Nodes, we move on to configuring the modifier stack. This includes adding a Solidify modifier, a Subdivision modifier, and a Smooth modifier to smooth out the normals and give the cloth a more polished look. Once that’s complete, we’ll dive into some look development by setting up our lighting and cameras. I'll also demonstrate how to create a collection instance of the cloth simulation, which will allow you to manipulate and move around the simulated geometry with ease.
Once we’ve nailed the look development, we’ll turn our focus to materials. I’ll show you some fun techniques, like using the Geometry Node in Blender’s shader section to randomize different colors on the cloth. Lastly, we’ll wrap up by dealing with some technical issues, but I’ll guide you through the solutions to ensure we can produce the final image.
If you're looking to refine your cloth simulation skills in Blender, this tutorial will walk you through the entire process, from setting up the geometry to final look development.

Опубликовано:

 

21 окт 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 6   
@nxstynate5505
@nxstynate5505 3 дня назад
While preparing this video, I encountered an issue in Blender toward the end. In the video, I’m using the Geometry Node to randomize colors on the geometry via the "Random Per Island" output. However, if you have a "Smooth by Angle" modifier applied, like I do in the cloth simulation, the simulated cloth will flicker between colors. I attempted to fix this after the video, but I haven’t found a solution yet. Another issue I encountered was with the bump map after removing the modifier. The bump map works fine with the modifier applied, but when it's removed, it tends to become glitchy.
@InfiniteLightAura
@InfiniteLightAura 3 дня назад
thx for recording this!
@RoN43wwq
@RoN43wwq 3 дня назад
nice
@AM-lm8ev
@AM-lm8ev 18 часов назад
To have a more consistent attribute shade the different pieces of cloth, use a Store Named Attribute node after the duplicate elements node and store either the index from the duplicate elements node or a random value with the seed from the duplicate elements index output (since you are turning the geo into an instance and then realizing it, you should actually store it after you've realized the geometry so it will be on the geometry domain). In the shader editor you can drop down a Attribute Node and access it with whatever name you stored it as and then use that as a stable random/index value to put into the color ramp.
@1280-user
@1280-user День назад
to turn ON and OFF a node press M
@nxstynate5505
@nxstynate5505 День назад
I've been wanting to know that one for the longest time thanks for telling me.
Далее
Everything Blender can do in one video
12:48
Просмотров 275 тыс.
Handsoms😍💕
00:15
Просмотров 4,8 млн
ТЕСЛА КИБЕРТРАК x WYLSACOM / РАЗГОН
1:40:47
How I rebuilt the Colosseum...in Blender!
24:49
Просмотров 111 тыс.
New Geometry Nodes in Blender 4.3 BETA
7:47
Просмотров 15 тыс.
How to combine hard & smooth shapes in Plasticity
11:18
Matrix Nodes x Blender 4.2 = ULTIMATE POWER!
27:41
Просмотров 29 тыс.
Lesson 31 - Creating Different Hair Types
11:00
How I made this battle scene in blender
11:05
Просмотров 688 тыс.