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