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Knitted Clothing Simulation at Ultra High Detail

27

By KaiKostack.

KaiKostack writes:

Best watched in HD. Rendered with Blender Cycles and performance is surprisingly good, render times vary between 2 and 3,5 minutes per frame on a GeForce GTX 480. Face count: 16,212,800

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

27 Comments

  1. really impressive!, but i wonder if the falling is cut because the behavior that will follow will be the wobbling

  2. 1. How many samples did you render this at?
    2. How did you achieve this knitted effect? I am very intrigued as I have never seen this done in blender.

  3. Either you filmed a real sweater falling and cleverly made it look like Blender, or you're a genius with a mega-powerful computer.  No doubt this would take an immeasurable amount of time for baking and rendering on a "typical" computer.

  4. Thatonejondude on

    This is fake. Lol jk jk. Seriously though, this is one of the most realistic 3D representations I've ever encountered! Can't believe this is blender! haha. You have sparked my curiosity as to how you were able to achieve such a high level of detail and how long it took to bake and render. Looks amazing!

  5. From the comment to the YT video. The Author KaiKostack says:
    "Thank you all! It doesn't make use of any displacements. I used the idea
    of the stitch mesh, but instead of using curve based yarn, I created
    different stitch types as subdivision meshes and used instancing on a
    large scale. That way I could easily use the stitch (base) mesh for
    cloth simulation, which has only 80,000 faces whereby each of the faces
    spawns a stitch with 200 faces. It's not as sophisticated as their
    approach, but I searched for a more practical way as I have no super
    computer ;)"

    The idea came from this video:
    http://youtu.be/NG5C_a6rxrY

    • It looks really amazing, how long did it take you to make the model?
      Have you tried any animation with human model wearing it?

    • chromemonkey on

      How does instancing work where multiple stitch types are used with the same base mesh? I know how to use duplifaces to cause an emitter mesh to instance copies of the same object, but I have never found an option that allows each face (or group of faces) to use a different object to be instanced.

  6. Never have I reacted such; to a sweater falling to the ground.
    Great details.

    This inspires me to take another crack at rope. ...or bouncing woven-baskets (with light emitters inside)...or

     

  7. Man, that's very impressive results.  I think the only thing more more impressive is your adaptation of that SIGGRAPH work using the still quite young Cycles!  You're showing not just what new technique is possible with Blender or 3D modelling in general, but you're showing the potential of using Cycles, too!

  8. I wonder, on the close-up shots, if you could add a hair modifier with a very small, random length, to give it that extra "fuzzy" look, instead of the clay look it has now.  I know, nitpicking but that's what caught my eye as it zoomed in. :)

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