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Now let's take a look at something called the cloth simulation.

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And obviously like the name implies Clotho simulation is there to simulate cloth such as if you have

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clothes on a character or it could be as simple as a blanket for a bed or a cape for one of your characters.

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Anything that you would need to simulate cloth.

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We use the cloth simulator for.

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All right let's go ahead and take a look at it and if we go over here to our properties panel we can

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see that back in the physics tab where we had the rigid body.

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We have another one called cloth.

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So to add the cloth Let's shift a and mash plane hit G and Z.

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Let's move it up above the cube and scale it up.

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Go ahead and click cloth and now hitting Alt A Let's see what happens.

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You can see that not much happens.

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And the reason being is several reasons why.

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So let's take a look at several different things.

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First of all the cloth needs something to interact with.

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So let's go ahead and grab the cube and to make it interact with the cube we're going to make the cloth

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a collision object.

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So this is another.

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Another physics tab that we're taking a look at right here which is called the collision of right now

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hitting a you can see that something happens our cloth is colliding with the cube.

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But it doesn't look like cloth at all.

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I mean I was pretty anti-climatic.

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That was kind of lame.

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So let's go ahead and see what's happening.

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Well if we select our plane and hit tab to go into edit mode you can see that we only have four vertices

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on here so there is nothing for the cloth to be actually acting like clock.

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There's nothing for it to bend because there is no additional vertices.

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So let's go ahead let's go ahead and hit w subdivide.

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Bring the number of cuts up to 10 let's scale it up a little bit more and hit w subdivide one more time.

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All right.

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Now let's all take a and you could see that the cloth wraps around the cube.

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Pretty awesome.

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But also Cliggott smooth shading on the cloth.

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And wow that's just a simple animation and just that is pretty cool because that took us a couple of

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seconds and we get a pretty nice result here.

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Let's put the end frame way down so that when it repeats it doesn't take that long.

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And let's take a look at some of the different options that we have for our cloth.

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First of all for the cloth we have different options here.

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We have the pre-sets.

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So here we can choose from cotton which it's currently out right now.

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We could choose denim.

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You can see that it will interact in a different way more like denim jeans or jeans.

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Here we have leather.

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So again this one will interact differently it's thicker You can see that it's not folding as much as

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a thicker feel to it.

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Then we have rubber which again will interact differently and not be as flowing around our object or

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be more more bouncy.

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And the last one we have is silk and this one you can see is nice.

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This could be like a table cloth or some kind of silk curtain or something like that.

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Let's put it back to cotton and you can see every time we change these.

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The presets are the settings here change as well.

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We can also change the settings by ourselves.

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So spring right here is basically the smoothness or the jiggling of the cloth.

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So if we turn this down all the way to zero you can see that there's not as much spring to the cloth

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if we turn it all the way to 50 you can see that that might be a little too much.

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Let me turn it to five and you could see that it's more balanced and has more spring to it as well here

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higher equals more smooth less jiggling.

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Now the air basically it makes it so that there is because when cloth falls the air that is falling

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that it's falling through has some thickness to it that keeps it up.

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If you've ever dropped like a napkin or some kind of cloth sometimes the air keeps it up.

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So if we put this all the way to zero you can see that there is no air.

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If we put it all the way to 10 you can see that the air is slowing it down.

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In fact it's slowing it down so much so we can't even see the queue.

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All right.

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So that is the air factor.

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Let me put that to point to one point something the velocity over here is basically how fast it goes

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and how much damping there is.

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So if I put it down to zero you can see that it's going a lot slower and it's dampening the cloth simulation

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if I put it all the way to one.

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It means there's no damping or no slowing down of the cloth.

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Now the steps is the quality of the cloth the higher the better.

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But the slower it will be because it's more quality.

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So if I put it to 30 or so you can see it looks better it's bending better it has a better flow to it.

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Although right now

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let me go back to tab tab.

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Let me subdivide this one more time and let's go with that.

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So the steps will have a better quality interaction of the cloth and it will look better.

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Steps 5 is that if I bump this up to 30

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and rewind it to the beginning you will see that's much slower but it will have a better result with

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the interaction and with the bending of the cloth that we have here.

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All right.

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Let me put that back down to 5 because it's very slow and you could see that once you run it through

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once the second time it will be a lot faster because Blendr actually it saves the.

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It calculates all your settings and you can see this blue line right here.

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As long as you don't change any of the settings right now it's calculating them and kind of inserting

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temporary keyframes in here.

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That's pretty cool.

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So you can see this blue line right here as soon as it's done.

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It will actually go much faster because it's already calculated everything that needs to calculate.

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And right here you could see that it's actually going again if we put down our end frame so that it

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finishes faster you will see that now it's going super fast because it's already calculated all these

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settings and it doesn't have to recalculate them.

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However if you make any changes such as if I change a spring just once you could see it will recalculate

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everything and have to redo it all right now let's go to the mass.

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So the mass is basically the mass of the cloth and it's how heavy or how thick the cloth will be.

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I'm actually going to go ahead and undo that subdivision because it's taking too long now I should put

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it on my graphics card and send my C-p you know if that will help but you can see the mass.

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If I put it all the way to 10

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looks like so and if I put it all the way to zero you can see that nothing happens.

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So the mass is the heaviness or the the weight of the cloth structure is basically the stiffness of

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the cloth.

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If I put it to zero you can see it has no stiffness at all and it kind of looks like some kind of droopy

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goop or saliva I guess you could use it for that.

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That's actually a pretty interesting result right there.

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I don't remember ever getting that kind of results.

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That's pretty cool.

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So that's the structure.

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If I put it all the way to what a 100 or more you can see that it has more structure and stiffness and

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it will wrap around the mesh much more and like it says it will have a structured look to it.

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Let's put that back to 15 and then bending is basically for the wrinkles of the cloth.

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If I put this to zero I can see that there's less wrinkles I put it up.

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You can see that there's going to be more wrinkles and there are going to be thicker and not as conforming

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around the mesh when you put that down to how it was in fact I'm just going to like silk and then cotton

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once again to reset all the pre-sets.

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Now over here we have the cloth cache which is basically like I said right here.

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It takes into account all your settings and once it has it runs through it very smoothly.

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But if you want to render this as kind of a key frame or render it so that it's basically an animation

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and it's in here for good you would just click and bake and it will bake.

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The key frames or the simulation of this into keyframes so that you have it here and you could scroll

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through.

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You could scroll through it and it's there for good.

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Even if you change one of the settings it will it will basically it will break the settings.

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How they are right now and then if you change them it won't actually change your simulation because

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then it will be baked into keyframes.

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But that's really good.

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Once you know exactly how you want your simulation to be you can bake it and it will save a lot of time

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and effort.

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Here we have cloth collision.

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This right here is the quality of the cloth and the collision.

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So if I change this to 6 you will see that it's much much slower but it has much better results with

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it.

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Again keep in mind that our plane is only subdivided so much so it still looks kind of blocky.

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Of course you could even go to the modifiers tab and add a subdivision surface modifier to your cloth

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which will smooth it out as well.

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So let's go ahead and do that.

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Now the distance right here is basically as it says the minimum distance between collision objects before

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collision response takes in.

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So if I change this all the way up you will see that it starts to interact with our cube before it even

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hits it which gives it a kind of interesting result.

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To say the least.

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Let's send it back to point 0 1 5.

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And if we take it to 0 1 it's going to go through the cube so you don't want to have too low number

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either right here repel will repulse will repel the fort.

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I'm trying to read and and try to give my own take on it as well.

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It says repulsion force apply on cloth when it close to colliding.

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So basically repel the cloth away a little bit.

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If I change this to 20

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I actually do not see what that does.

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Honestly

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yeah I'm not too sure I'm not gonna lie and try to think like to act like I know what the ripple is

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doing because I am not too sure.

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I do know about the quality and the distance to repel.

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I'm not too sure this one not sure.

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And then the friction basically acts with the friction on the cube.

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Right here we have self collision.

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This is pretty cool.

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It means that the cloth collides with in itself.

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So for example if you have clothing or if the cloth is going to be hitting itself such as right here

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you could right here you could see that it actually is colliding with in itself.

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So if you had self collision you could then increase the quality of this so that when it falls it won't

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necessarily go into itself.

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You could see that now has a much nicer collision and the mesh is intersecting into itself whereas if

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I have that one you can see that.

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And if I take self collision off

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you can see that right here it's kind of going into its own mesh.

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So that is self collision.

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You could also increase the distance so that it doesn't come as close to itself as it does when this

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is off.

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If I take this all the way down you will see that the mesh comes closer to itself and to colliding with

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in itself.

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As you can see right there.

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So that self collision and then down here we have this option which we're not going to get into this

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goes into even more detail with Virtex groups which we'll take a look at very soon.

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I think we already took a look at some Virtex growth groups and then here we have another one which

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we want take a look at with vertex groups and then the last one we want to see is cloth field weights.

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And here you could actually change some different settings on your cloth.

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Now for example right now I believe it's using gravity.

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So the thing is if we turn the gravity down it will actually affect the gravity on our cloth and we

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could turn it up so that we can have more or less gravity.

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Now these other features are used for different things we'll be taking a look at the window one very

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shortly.

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But those are the options for the cloth simulator.

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And again keep in mind also that these are the settings on the cloth.

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We also have the settings on our collision that are on our collision object.

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So right here we have some options that can help us to get better results.

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For example right now we could see the cube is poking out of the cloth a little bit.

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If we increase the outer which basically increases the outer thickness of our cube you can see that

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now it's not going inside or the cloth is not sticking through our cloth any longer.

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If we turn it to 1 or 0 obviously it's as like that.

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So we can increase the amount.

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Also this is the inner face thickness which Ray here I don't believe it will actually affect anything

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because this would be the inside face of our cube right here.

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This is for particles.

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So this does not apply to the cloth.

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This would be for particle system soft dampening.

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This will increase the damp amount of the cloth.

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So it dampens more around our cube.

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And then here is force fields which is not.

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Again the clock we have particle damping and particle friction which would be used with the particle

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simulator which we will take a look at in another tutorial but as it says here these are soft body and

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cloth options right here.

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And this one is for forcefield.

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I don't believe this one affects the soft body it doesn't look like it does so again soft body options

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are or this one this one and this one right here.

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So that is the cloth simulator and the soft body.

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And it's really really cool.

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And we took a look at pretty much all the options that you would need in order to play around with this.

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Now let's take a look in our next tutorial at.

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Another way that we could use cloth's So in this one the way that we use this this could be use for

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example a table cloth a bedspread a napkin falling any kind of thing like that that you could imagine.

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Just get imaginative use your imagination and you'll know what to do with it.

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All right so now let's take a look at how we can use the cloth simulation in another way.

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And let's also take a look at force fields.

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All right I'll see on the next video.

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I know I know I use the same image as a previous tutorial.

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Shame on me.

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But it's a different quote.

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So don't worry about it.

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The world of 3D art is a beautiful place to start because here you will find that you can create a reality

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from your mind.

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All right you guys create your own reality within blender.

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Ciao for now.

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Oh vois.

