Cloth Simulation in Blender Part 3: Non-Destructive Workflow Using Geometry Nodes
Cloth Simulation in Blender Part 3: Non-Destructive Workflow Using Geometry Nodes
In this video 🎥, I’ll be demonstrating how to take your cloth simulation to the next level with Geometry Nodes in Blender, this time starting with a cylinder! 🌀 This is Part Two of a previous video, where we explored rolling up cloth in the SketchyVisuals style. But now, we’re diving into a whole new shape and workflow. Instead of a flat grid, we’ll be starting with a cylinder, removing parts to just use the top 🏔️, and subdividing it down to prepare it for a cloth simulation.
One of the coolest things I’ll cover is how to use the Data Transfer Modifier to implement vertex groups within the Geometry Nodes modifier stack. This technique lets us gain full control over vertex groups while using the power of Geometry Nodes 💡—essentially unlocking new creative possibilities by blending procedural workflows with direct manipulation!
After setting up the cylinder and breaking it down for the sim, I’ll show you how to apply subdivision and smooth out the geometry. Then, using Geometry Nodes, we’ll refine the setup, ensuring the cloth simulation behaves correctly while keeping everything non-destructive 🛠️.
As always, we’ll polish up the look by adjusting plaid materials, lighting and cameras, but this time we’re focusing on some new techniques to make the scene stand out even more. If you’re ready to dive deeper into procedural cloth simulations in Blender, this tutorial will give you the tools 🧰 and workflow to master vertex groups in Geometry Nodes and create stunning results!
✨ Let's get started with some Geometry Nodes! 🪄