Once a while I would like to watch youtube video on how to create various object in Blender and today I have watched a video regarding the cloth dropping physic simulation which is pretty cool and thus this lead me to create the following object.
After I have created the above prototype I have decided to create my own cloth physic simulation and have finally came out with below tutorial which I think you will like it. So let get started.
The concept behind this new Blender project is simple, the cloth will drop from the top and landed on a sphere object.
First let open a new Blender file and switch to Cycles Render, we are going to turn the default cube into a sphere. With the default cube is still selected press the Tab key to get into the Edit mode. Now press the W key and then select Subdivide Smooth for 3 times. The previous default cube will become a sphere.
OK that is it, now deselected everything by pressing the A key and then get out of Edit mode by pressing the tab key.
Next press Shift+A and then Mesh->Plane to create a plane which we will use as the cloth.
Move the plane up so it is just slightly above the top of the sphere. Press S then 2 and press enter to scale the plane. Create another plane with the same method then move it down so it touches the bottom of the sphere, then press S and 3 to scale it, this plane will become the ground in this project. Now right click to select the sphere and scale it down a little by pressing S then move your mouse inward and then left click to confirm the size. You should also move the top cloth down to a new position as explained before. Now you should end up with the below position if you do it right.
Now lets create another new window and turn it into UV Image Editor.
Next with the top plane still selected go to the property panel and select Add Modifier then select Subdivision Surface, under Subdivisions set both view and render value to 5 and click on the Apply button.
Next get into Edit mode on the 3D View window then press the U key and then with the cloth still selected pick Unwrap. Next go to the UV Image editor window and open a new image which we will use as the texture for the cloth. You can download any image texture which you wish as long as it does not has watermark on it.
Next with the cloth still selected on the UV Image Editor press the S key and then move the mouse outward to cover the entire image.
Next go to the property panel and select the Material tab then click New to create a new Material and click on the button at the side of the Color palette then select Image Texture.
Next select the image texture you have just imported into your project.
OK now we can close the UV Image Editor window (I assumed you already know how to do that :))
Now for the fun part, with the cloth still selected press on the last tab which is the Physics tab on the property window then click on the Cloth button.
Under the Cloth sub panel set the Quality steps to 10 and under Presets leave it as Cloth Presets.
Under the Cloth Collision sub panel set the both the Cloth Collision and Self Collision Quality to 10.
Next right click to select the sphere and this time under Physics panel select the Collision button, do the same to the ground as well.
Alright, now we can take a look at how the physic simulation works. Press the right arrow Play button at the bottom of the 3D window. You can either leave the animation till the end or pause it at the right spot which you wish to by clicking on the pause button.
You should see the below outcome (at a certain point of the animation).
Alright now lets create a texture for the ground. Right click the ground object then go to the property panel and select the Material tab. Click New as before then just leave everything as default and change it’s color to something you prefer.
Next press A to deselected everything, then change the View to Front Ortho. Press A and create a new plane. Scale it up to 3 times it’s current size. Rotate the plane on the Y axis by pressing the R key then the Y key and type in 90 then enter. Now you should see something like below, if not then move the new plane a little bit to the left of the sphere.
With the new plane is still selected, go to the material panel again and change the surface to Emission then pick a light blue color as it’s color and set the strength to 4.
Also because this plane will serve only as a reflector therefore we don’t want to show it in our camera view. Go to the Object tab and under Cycles Settings’ Ray Visibility unchecked the Camera’s checkbox.
Now lets click on the World tab (the one looks like earth) on the property panel then click on Use Nodes button, next click on the button at the side of Color palette and select Sky Texture and then set the strength to 7. You can play around with the sky texture and find the best effect for the object background.
Next press N to open another property panel and checked the Lock Camera To View checkbox under View, press N again to close the property panel.
Switch to camera view and position the object within the camera range. You can increase the Camera coverage by changing the Resolution of the camera screen under Resolution which is under the Dimensions sub panel of the Camera main panel.
One last thing to do here is you need to set the Samples value under the Render box to 500. This is under the Camera tab->Sampling sub panel.
That is it, now click on the Render button at the top of the Camera panel and you might see the below outcome. Don’t forget to save the image after this!