you have great flow in explanations :) my 2 cents on this: you might probably have already test it, but: after the cloth modifier, why dont you give a smooth modifier (increasing the "repeat" option many times) instead of using a level 50 quality steps? This way, you can: - fix that glitch - also have the same amount of details even with 5 quality steps! - you will simply need a subdivision level of 3 In poor words, same cloth quality but 10 times faster calculations :)
I’d forgotten about the smooth modifier lol. That would work and save some time. That’s what I get for using Houdini and stepping away from Blender for a couple of months lol. Thanks!
@@RaffoVFX Yeah lol. It’s my day job and it’s all I’d been using at work for a while now. I switched from Maya after a solid decade. Blender is this channel and some freelance for me at the moment.
Quick fix for the clipping: To avoid hassling with clipping through the cloth I just chose to not show the puppet in final render so it doesnt even matter if it clips a bit because you dont see it.
Nice work... actually love the idea behind and yes baking sims in blender is hectic most esp liquid sims which is harder to tell if it looks ok at a lower res.
Great tutorial! Always nice to find one that's succinct and clear. To anyone having similar issues to the fingers popping through the cloth -- one other setting that can potentially help with this is, under the cloth Physics Properties tab, if you scroll down to the Collisions section there's "Object Collisions" and "Self Collisions". Under each of these there's a Distance setting, by tweaking that setting you can change the distance at which the cloth sim collides with collision objects, and also with itself (if you're getting a lot of weird twisting and thrashing).
That works as well, though I usually use it as a last resort. Anyone reading this should try it though as it can fix things in tight spots. Thanks Superlunar.
Nice result! I would highly suggest two things: Simulate a decimated (uneven triangles) or just a triangulated mesh and not quads, as they can't deform properly in a cloth simulation like this. It will also break up the evenly aligned creases that you see forming when you start the simulation. And finally but even more importantly always apply your scales when working with the modifiers or doing editing operations. It can very royally mess with your collisions or any other forces there might be if the simulation object/colliders have scales other than 1/1/1.
That’s true, I applied the transform but don’t remember if I’d mentioned that in the video. Also, triangles do deform better. I always use remesh when I do this stuff in Houdini. That naturally gives slightly uneven triangle distributions.
Nice and ridiculously simple to get an top notch looking effect. I've been trying to do something like this but the horror effect where a face / hands press through a wall like it is a rubber sheet like in Nightmare on Elm street.
@@KevBinge That'a so cool will be great to see how someone with more knowledge and skill approaches it. I was having real trouble getting a good definition on concave areas and played with simulation parameters but all I got was a very hot gpu and a headache.
@@littlebacchus216 Oh yeah, the computer can scream on these sims. For the next one I’m going to use some things I’d forgotten about here, and was kindly reminded of and then some.
@@KevBinge Yeah i saw that, nence my reference :) all good regardless, appreciate that i will indeed check his out too anyway, you can never have too many Blender reference channels for quick access of knowledge :) have a great New Year!
Baking all dynamics instead of pressing space gives a better result from my testing. When I hit space, I had issues with objects going through the cloth because they moved too fast. When I hit bake all dynamics the issue was gone and the overall quality of the simulation looked a lot better. I had the quality on 8 for both the cloth sim and the collisions.
So this is kinda spooky, earliier today I thought "Hey, wonder what Kev Binge is up to, not seen him about for a while?" Binged a few videos that I hadn't seen of yours (and picked up a few cool tricks). Few hours later, here you are haha! Looking forward to get into this one, thanks man!
@@KevBinge Hey if you ever want to outsource, this guy I know has a lot of free time rn and could do with catching a break haha. Happy new whatever dude!
Still can't believe Mixamo is free. It wasn't when it 1st came out and before Adobe bought them out. Plus the fast and easy auto rig and and auto skin, while not perfect, is amazing and saves hours of time.
Great tutorial one thing to make it simpler is to not offset the key frames since you can just set the cloths sim to start at a negative frame in the bake panel
@@KevBinge i also have a quick question, the cloth keeps crumbling into a ball once i play the animation. i increased the weight to 5 kg and still not a difference, do you know how to keep the corners from moving?
My cloth likes to consense into a big glitchy ball. I added collisions, played with normals, and messed with solidify. Messed with cloth collision distance settings and different types. Nothing :(
It could be lots of things. Think of it like springs between points. If they are too tight, it balls up. Too loose, and you get super stretch. The trick is finding the right settings. Sometime that takes a lot of time.
Did you enable self collisions? Ordinarily, that can help the cloth wrinkles look better, but sometimes checking that box makes the cloth start floating around.
And how could you make the same animation so that it was not a sheet, but a sack, I have tried applying pressure to the parameters but it does not work unless I have a vertex group. How would you do it?
This is amazing, though Blender's cloth sim is not really great, leaving a lot of clipping and tripping geometry even with such a high quality steps value. But this was very simple and awesome to see!🔥
cloth mesh is better when made of tris and in a more chaotic, random pattern. 3dsmax does this automatically iirc, idk how to go about it in blender. this subdivided quad grid thing looks pretty bad and forms an unnatural texture, and needs way more tris to get the same smooth look. maybe also increase cloth simulated thickness? it looks too thin, like a very fine silk, or, idk, magical party balloon rubber
To be honest, this is me playing with cloth in Blender. You can hit tab and select faces, then make triangles out of them. It does look better. If I do these things for clients, I use Houdini Vellum with custom setups.
Hey my cloth keeps getting all wrinkled up and small on top of my models stomache. Do you know a fix to this? I also didnt see the same "Ch36" file that you used for the collision on the model. Thx!
shouldnt you put the subd modifier after the clothsim? it really smooths out sharp edges in the cloth without adding to the sim time, smooth modifier works surprisingly well too on cloth
hi sorry, I've read all the comments but I don't get how to fix the roblems with the fingers. Even i've done the same steps as you I dont get it, and also myy computer almost crashed with de 50 steps, If you could give me some advice
Sure. Try triangulating the mesh. I didn’t do it in this video but cloth does work better with triangles. You may or may not get artifacts, but try that without too many steps and see if it works.
This is an issue I’m trying to recreate but without your scene I have no idea. I have the file on Patreon. I’ll check to make sure it still works in 4.2.
It's possible that you can lower the quality steps and just have the person hidden from render view since they're not in the shot anyway. Also, you can just move a key frames by pressing g while hovering over the timeline.
@@KevBinge True, my brain is always in saving space mode because my computer cannot handle all of this. I do apologize if my comment seemed like I was criticizing. I've just had to learn an ultra simplistic way to use blender.
Hey man, great video but when I go to render the animation, the cloth becomes this spiky mess in the rendered out version but is completely fine in the viewport and have no clue how to fix it?, don’t worry I fixed it, I forgot to set the render the same strength as the viewport on the subdivision surface modifier 😅
This is an awesome effect, and I was immediately excited with how simple and clear your explanation is!!! Subbed, shared this video and can't wait for more boss!
Select it and hit Control 2, that will put a subdivision surface modifier on it set at level 2. You can then change it from there (modifiers panel) if you want. Too high will choke your computer so stay below like, 4 or something lol.
Thanks! Make sure to cache the sim as the very last thing you do before shading and rendering. See if that helps. If you cache then change resolution, crazy things can happen in the render.
you have great flow in explanations :)
my 2 cents on this:
you might probably have already test it, but: after the cloth modifier, why dont you give a smooth modifier (increasing the "repeat" option many times) instead of using a level 50 quality steps?
This way, you can:
- fix that glitch
- also have the same amount of details even with 5 quality steps!
- you will simply need a subdivision level of 3
In poor words, same cloth quality but 10 times faster calculations :)
I’d forgotten about the smooth modifier lol. That would work and save some time. That’s what I get for using Houdini and stepping away from Blender for a couple of months lol. Thanks!
dang bro u a wizzard!!!!!!
@@KevBinge I would never blame you for using Houdini 🔥🔥
@@RaffoVFX Yeah lol. It’s my day job and it’s all I’d been using at work for a while now. I switched from Maya after a solid decade. Blender is this channel and some freelance for me at the moment.
Thanks man, that really helped. Quality steps increased my render time alot!
Quick fix for the clipping: To avoid hassling with clipping through the cloth I just chose to not show the puppet in final render so it doesnt even matter if it clips a bit because you dont see it.
Very true. That and self collisions, though that really ups the sim time.
This is what we call it a tutorial, amazing and straight forward.. Thank you.
Thanks!!
Nice work... actually love the idea behind and yes baking sims in blender is hectic most esp liquid sims which is harder to tell if it looks ok at a lower res.
Liquid in Blender is doable but a headache. Thanks!!
Great tutorial! Always nice to find one that's succinct and clear.
To anyone having similar issues to the fingers popping through the cloth -- one other setting that can potentially help with this is, under the cloth Physics Properties tab, if you scroll down to the Collisions section there's "Object Collisions" and "Self Collisions". Under each of these there's a Distance setting, by tweaking that setting you can change the distance at which the cloth sim collides with collision objects, and also with itself (if you're getting a lot of weird twisting and thrashing).
That works as well, though I usually use it as a last resort. Anyone reading this should try it though as it can fix things in tight spots. Thanks Superlunar.
Nice result! I would highly suggest two things:
Simulate a decimated (uneven triangles) or just a triangulated mesh and not quads, as they can't deform properly in a cloth simulation like this. It will also break up the evenly aligned creases that you see forming when you start the simulation. And finally but even more importantly always apply your scales when working with the modifiers or doing editing operations. It can very royally mess with your collisions or any other forces there might be if the simulation object/colliders have scales other than 1/1/1.
That’s true, I applied the transform but don’t remember if I’d mentioned that in the video. Also, triangles do deform better. I always use remesh when I do this stuff in Houdini. That naturally gives slightly uneven triangle distributions.
@@KevBinge yeah man, you know the ways! Keep at it!
Thanks!
That looks real creepy and I LOVE IT!!! Thanks for sharing!
Thanks David! You’re welcome 😁
Really appreciate you using your time to get through all the error correction iterations.... :)
HOLY CRAP MAN! This tut is incredible. I'm so glad you're back! Incredible results. Seriously. Great work as always!!!
Thank you. I’m back. The breaks are nice but I like this too much haha!
@@KevBinge you're too good at this to stop! Lol jk. Breaks are very important.
Thanks! I needed one as the day job took over. Commuting is hell.
impressive results, thanks for showing how to do that.
Thanks for watching!
Nice and ridiculously simple to get an top notch looking effect. I've been trying to do something like this but the horror effect where a face / hands press through a wall like it is a rubber sheet like in Nightmare on Elm street.
That’s my next one coming soon. Thanks!
@@KevBinge That'a so cool will be great to see how someone with more knowledge and skill approaches it. I was having real trouble getting a good definition on concave areas and played with simulation parameters but all I got was a very hot gpu and a headache.
@@littlebacchus216 Oh yeah, the computer can scream on these sims. For the next one I’m going to use some things I’d forgotten about here, and was kindly reminded of and then some.
@@KevBinge Just don't try a force to "blow" the cloth into the details... When I got that desperate I knew it was time to save and go to bed!
Oh yeah! I thought this would be fun in Blender, but Houdini is much more forgiving.
good work Kev, yeah i do tend to use the smooth modifier too, helps a lot.
Thanks Gary! Rafo reminded me of it. He’s damn good, check out his channel if you haven’t.
@@KevBinge Yeah i saw that, nence my reference :) all good regardless, appreciate that i will indeed check his out too anyway, you can never have too many Blender reference channels for quick access of knowledge :) have a great New Year!
That’s true. There are lots of good channels now. Happy New Year to you as well Gary!
This is unique and a cool effect
Thanks!
Wasnt aware that Blender cloth could do that!
Blender is pretty capable and improving all the time. Thanks!
Baking all dynamics instead of pressing space gives a better result from my testing.
When I hit space, I had issues with objects going through the cloth because they moved too fast.
When I hit bake all dynamics the issue was gone and the overall quality of the simulation looked a lot better.
I had the quality on 8 for both the cloth sim and the collisions.
Thanks. It’s definitely trial and error, and lots of coffee 😁
What an amazing tutorial!!! Thank you for sharing! This helps me a lot :)
Glad it was helpful! Thank you!
So this is kinda spooky, earliier today I thought "Hey, wonder what Kev Binge is up to, not seen him about for a while?" Binged a few videos that I hadn't seen of yours (and picked up a few cool tricks). Few hours later, here you are haha! Looking forward to get into this one, thanks man!
Ha! That’s awesome. I’d been super busy and finally caught a break 😁
@@KevBinge Hey if you ever want to outsource, this guy I know has a lot of free time rn and could do with catching a break haha. Happy new whatever dude!
Thanks! I’ll keep that in mind. It gets crazy at times, but mostly with the day job and life stuff haha!
I don’t even animate… yet I was totally entertained. Thank you, Brother!
Have a great… whatever.
Very cool Brother!! I’m glad I was entertaining haha! Have a great whatever as well.
nice tutorial! i would suggest turnung on self collisions in the cloth tab, to minimize the holes and sharp fold edges
I think I’d had it on off screen but might have not. I always miss something in a video for UA-cam.
Wow!!! Impressive FX !! Thanks for sharing . I will try!
Go for it!!
i subscribed because i Like the way you speak. Love from London UK :D
Haha! Awesome! Welcome 😁
Clo3d is the right software for this purpose. A beginners can do this in a day.
Much easier than I thought. Thanks
You’re welcome.
Me watching this with a GeForce GTX 1050:
"I set the subdivision level to 4..."
....
Thanks, now the police thinks im testing home-made explosives.
Haha! Actually, look at Raffo’s comment in here. The smooth modifier might help you.
Fire in the sky, a family movie....had me dying! 🤣🤣
That scene gave me nightmares for about a year lol.
Still can't believe Mixamo is free. It wasn't when it 1st came out and before Adobe bought them out. Plus the fast and easy auto rig and and auto skin, while not perfect, is amazing and saves hours of time.
It really does!
“…mostly.” Shout out to Newt! Happy New Year, man!
You picked it up, awesome! Happy New Year to you too Michael.
@@KevBinge That movie is in my Top 10! Keep up the great work, Kev!
Mine too. I’d probably watched it 20 times since 1987 or so. Thanks!!
Same here, man! Same here!
I’d recommend “River of Pain” if you hadn’t read it. It’s the story of Hadley’s Hope before the fall. It’s more in depth than the Newt’s Tale comic.
That would be great for a morgue in a horror movie!
Great video Kev, the result looks great.
Thanks!! Can’t wait to see your next one!
Very nice tutorial. Really appreciate it. Subscribing.
Awesome, thank you!
fire in the sky being a "great family movie" 💀 💀 💀
u really deserved that subscribe and notifications
Thanks!!
Kev, 3 words: Sample UV Surface
Kun, 4 words: Not using geometry nodes. 🤪
dont worry time's ahead of ya ))
pro tip, you can set the starting frame to -48 for the sim that way you dont need 48 frames of settling
Oh crap that looks spooky. If you got a rubber material it could be like Girl in the Spiders Web. That asphyxiation bag scene was pure dread 😱😱😱😱
Oh man, ideas haha! Thank you!!
@@KevBinge that and The Frighteners. Man I shat myself with that one.
Great tutorial one thing to make it simpler is to not offset the key frames since you can just set the cloths sim to start at a negative frame in the bake panel
Blender allows that, and it’s definitely simpler, but it’s generally not “great” practice if you can avoid it.
Computers is on fire now from this render
Yeah, sorry about that lol.
@@KevBinge i also have a quick question, the cloth keeps crumbling into a ball once i play the animation. i increased the weight to 5 kg and still not a difference, do you know how to keep the corners from moving?
"There he is, groaning in Blender, like he just spent five minutes on Twitter" had me dead XDDDD
Lol! Thanks!
best teaching style
Thanks!!
Favourite for a reason
Thank you!
My cloth likes to consense into a big glitchy ball. I added collisions, played with normals, and messed with solidify. Messed with cloth collision distance settings and different types. Nothing :(
I have the a same problem. Did you fix that?
so cool man, happy holydays!
Thanks! Happy holidays to you as well.
This is great stuff!
Thank you!
Great tutorial! Thank you.
Glad it was helpful!
video rất hữu ích ạ, cảm ơn anh Huy đã chia sẻ vì em thấy ít ai nói về vấn đề này lắm
Nice tut but when i render the cloth glitches
I am new to everything here and just finding things is hard and even so the www to use for props 😂❤
It’s hard to learn the language. Once you know what things are called it gets easier.
@@KevBinge thanks kev
Nice work, thanks for sharing 😊
Thanks!! You’re welcome.
Remembers me to Hellraiser 2 xD!
Very cool and to the point. Like!
Thanks Jen!
Hello, How can I fix the edges to the ground like in the beginning of the video?
Hello, I did what you did, but there are wrinkles everywhere (vertexes are intertwined), I wonder what is the reason.
thanks for the tutorial , do u mind if I ask why in the end , I end of with a lot of intersection and turned into a ball
It could be lots of things. Think of it like springs between points. If they are too tight, it balls up. Too loose, and you get super stretch. The trick is finding the right settings. Sometime that takes a lot of time.
yesss, this is a awesome tutorial
Thank you!!
Did you enable self collisions? Ordinarily, that can help the cloth wrinkles look better, but sometimes checking that box makes the cloth start floating around.
I think I did off-screen, or maybe left it off so the solve would go faster as I wasn’t getting too many intersections.
10% less whatever, and your got yourself a sub and a bell. Great content. Thanks for sharing.
Thanks Michael! I’ll take it 😀
@@KevBinge ...sssSUBBED!
that was crispy 😃
Thanks.
Sickk thanks For the tutorial 👌🏼
Any time!
thats amazing
Must be nice to be good at blender
It would be nicer to be a doctor saving lives tbh, but we all have something we do at least decently.
Time to do a jumpscare scene with Blender :)
Oh hell yeah!!!
Very fun tutorial!
Thanks!
And how could you make the same animation so that it was not a sheet, but a sack, I have tried applying pressure to the parameters but it does not work unless I have a vertex group. How would you do it?
Great stuff!
Thanks!!
that was pretty cool :)!
Thanks!!
This is amazing, though Blender's cloth sim is not really great, leaving a lot of clipping and tripping geometry even with such a high quality steps value. But this was very simple and awesome to see!🔥
Thanks! I like Blender and did this for fun. I use Houdini for stuff like this if clients need it though. It’s way more malleable, faster, and easier.
cloth mesh is better when made of tris and in a more chaotic, random pattern. 3dsmax does this automatically iirc, idk how to go about it in blender. this subdivided quad grid thing looks pretty bad and forms an unnatural texture, and needs way more tris to get the same smooth look.
maybe also increase cloth simulated thickness? it looks too thin, like a very fine silk, or, idk, magical party balloon rubber
To be honest, this is me playing with cloth in Blender. You can hit tab and select faces, then make triangles out of them. It does look better. If I do these things for clients, I use Houdini Vellum with custom setups.
Hey my cloth keeps getting all wrinkled up and small on top of my models stomache. Do you know a fix to this? I also didnt see the same "Ch36" file that you used for the collision on the model. Thx!
I have that problem too. Did you fix that?
shouldnt you put the subd modifier after the clothsim? it really smooths out sharp edges in the cloth without adding to the sim time, smooth modifier works surprisingly well too on cloth
Quite honestly, probably lol.
Now you could simulate the wonderful sculpture The Veiled Christ in Sansevero Chapel in Naples.
That would be chill, good idea. Thank you.
@@KevBinge Yeah. It would be interesting to see how it works with transparency and internal springs and collisions.
@@pile333 That it would, but might be a headache too lol.
@@KevBinge 😄
It's litteraly SUPER creepy !
It turned out that way.
great tutorial for great ideas
tks
😉
Thanks!!
what were the MIXAMO terms of service you were trying to AVOID...I thought it allowed for FREE use both Personal and commercial..
As FAR as CONTENT CREATED, not as a right to GIVE AWAY their assets to ANYONE you want, especially when you charge for Patreon.
Thanks!
You’re welcome.
Creepy. Reminds me of a bad nightmare I had but then I woke up and still found out I was in that nightmare. Oh well.
All the time lol.
@@KevBinge you know it bro.
@@jester7169 I most certainly do. Sometimes UA-cam is that sheet lol.
@@KevBinge well then now you can understand why we're able to get along with each other so well. See? It works perfectly.
Haha! Shared sense of humor.
hi sorry, I've read all the comments but I don't get how to fix the roblems with the fingers. Even i've done the same steps as you I dont get it, and also myy computer almost crashed with de 50 steps, If you could give me some advice
Sure. Try triangulating the mesh. I didn’t do it in this video but cloth does work better with triangles. You may or may not get artifacts, but try that without too many steps and see if it works.
Why does the cloth gets all combined and rolled in to the centre of the body? please help
This is an issue I’m trying to recreate but without your scene I have no idea. I have the file on Patreon. I’ll check to make sure it still works in 4.2.
"and have a great, whatever" XD
try the new pressure setting, you'll get it to wrap the object faster
Thanks.
It's possible that you can lower the quality steps and just have the person hidden from render view since they're not in the shot anyway. Also, you can just move a key frames by pressing g while hovering over the timeline.
Not if you deride to have the sheet be transparent or translucent. Also, just moving keyframes isn’t as easy as just doing it on import,
@@KevBinge True, my brain is always in saving space mode because my computer cannot handle all of this. I do apologize if my comment seemed like I was criticizing. I've just had to learn an ultra simplistic way to use blender.
I can see this in a horror game!!
Certainly! Thanks!
Hey man, great video but when I go to render the animation, the cloth becomes this spiky mess in the rendered out version but is completely fine in the viewport and have no clue how to fix it?, don’t worry I fixed it, I forgot to set the render the same strength as the viewport on the subdivision surface modifier 😅
Hello, I have a cloth does not cover the character as you have in the video and always rolls down what is the problem?
Do you have a floor collider?
I can barely make out the outline of a person
The greatest "whatever" ever!
Thanks lol!!
I thought some guy was getting rode under a sheet
Now after I create this how do I save and export to unreal engine?
good tutorial thanks whatever
No problem!
This is an awesome effect, and I was immediately excited with how simple and clear your explanation is!!! Subbed, shared this video and can't wait for more boss!
Thank you! Hopefully I’ll have another one sooner this time lol.
Followed the tutorial a bunch of times I never get the same amount of quality as you lol
Try subdividing the mesh manually instead of using subdivision modifiers.
have a great whatever too
Thanks!
How to subdivide that thing as u did?
(Newbie to blender)
Select it and hit Control 2, that will put a subdivision surface modifier on it set at level 2. You can then change it from there (modifiers panel) if you want. Too high will choke your computer so stay below like, 4 or something lol.
Think it need.ore subdivision. Those black creases!
That’s the lighting here, but triangles or more subdivision is always good if a computer can handle it.
Hiii, nice video, congratulation. One question. Why does the veil turn into flakes when I render? i'm going crazy ahahha
Thanks! Make sure to cache the sim as the very last thing you do before shading and rendering. See if that helps. If you cache then change resolution, crazy things can happen in the render.
how did u block the edges of the cloth in the box???
I used a pin group. Nothing special, just create a point group and choose that in the cloth settings.
Could you use this as a translucent layer around someone? Like a aura of light?
This makes me want to learn blender.
Yes, you absolutely can. It’s all about the shader for that.
Any advice for fixing self-intersection artifacts in the cloth?
Self-collision might help though it slows things down a bit. The pinned comment can help too, so try that.
amazing 🤩
Thank you!
trying to find the right side of the blanket:
what about making some tutorial on Houdini, I think many people love to learn houdini from you.
Thanks! I have some up on Patreon and more coming.
Am I going to have to pay royalties for all the ideas I steal from you!
Lol!