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A lot of my previous projects have never really required me to delve too much into cloth modelling or simulation so I thought I would put together a little project that would allow me to do just that.
I threw together a quick model of a bed on which I could place a few different pillows, a duvet and a sheet. I thought that with a combination of different materials that have different properties in terms of thickness, texture and behaviour I would be able to more confidently create different types of cloth in the future.
The bed frame itself (whilst a little excessive) is quite a simple model and is just based on a reference photo I found online. I put the setup in a faux studio environment as if it were an advert for a bed company (You won’t believe our low low prices).
In my first iteration of this project I suspended the cloth materials above the bed and had them fall onto the bed in a simulation so that they naturally developed wrinkles as they settled into position. The top grey sheet was pushed and pulled around into a concertina shape to fold it over on itself before being dropped. I used a similar technique on the pillow and duvet edges to give them the decorative frill. I was able to isolate these frills and expand them to give them added thickness.
Interestingly, after I had finished this shot there was a substantial update to Houdini where they added cloth sculpting tools so you can manually paint creases, folds and push and pull the geometry around. Considering I had to figure out how to do this by hand I’m rather happy with the results!
I added a little set dressing to make the scene a bit more interesting in the final render, namely a couple of bedside tables, lamps and some little succulents.
As always, a tidy scene file, is a happy scene file!