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"videoThumbnail Мягкая и твердая мебель в Blender | Subdiv + Симуляция ткани | @realBrainy
Table of contents
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Table of contents

0:00
Предисловие
0:14
Сиденье стула
1:39
О производительности при работе с 3D
2:43
Спинка стула
6:20
Ножки стула
6:57
Детализация и доработки
8:40
Подушки для мягкого пуфика
10:17
Симуляция ткани
12:28
Скульптинг деталей
15:30
Шторка для сцены (симуляция+анимация)
20:45
Материалы
21:49
Финал
Video tags
|

Video tags

blender 2.8
2.8
blender уроки
blender уроки на русском
блендер урок
блендер туториал
3d
обучение блендеру
blender 3d
b3d
blender
brainy man
brainyman
cg
cgi графика
симуляция ткани
cloth simulation
анимация
дизайн интерьера
архивиз
subdivision surface blender
создание мебели
подушки в blender
интерьер
мебель
hyperpc,
rtxon,
studio
Subtitles
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Subtitles

subtitles menu arrow
  • ruRussian
Download
00:00:02
at the same time we will tell you how to correctly
00:00:03
use the subdivision
00:00:04
surface modifier and even touch on fabric simulation
00:00:07
the video was prepared by a member of the brain team
00:00:09
Minako the beat
00:00:10
if you want to support it link in
00:00:11
the description and don’t forget about us too
00:00:13
here on the left there are pictures of what we will
00:00:16
create It’s better, of course, when there is a reference from
00:00:18
different angles, but we have what we have,
00:00:20
let’s get straight to the point. A common
00:00:21
mistake of newcomers applying to the
00:00:23
sefa division is that they
00:00:25
use this modifier, I hope that
00:00:28
it will create the form for them; in reality, everything
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works exactly the opposite; you need to
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create the form first and only then
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smooth it out with a modifier, in order to avoid
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this error, the subdivision must be added
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after the form has been created,
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now we have created the base of the seat,
00:00:56
the chair needs an
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api, it would still be a mistake to add it
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to the seo-fast division too early, I
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understand that there is a desire to adjust
00:01:03
the form based on obd it, but first
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it would be more correct to add huskies
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that will hold our shape, we
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can make them along the top of the chair
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and the bottom,
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for example, like this, and also here, if
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you look now, that shape is laid out, all that
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remains is to smooth it out and add
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stiffening ribs,
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for example, here it is we need the geometry
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not to float,
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maybe give us
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one more stiffening rib
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and that’s what we’ve already got, since you’ve looked all the way
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to here, you’re probably
00:01:41
interested in interior 3D design and
00:01:43
probably understand that you’ll have to do
00:01:45
a lot of renderings, rendering requires a lot of
00:01:47
productivity, working in 3D is, in
00:01:48
principle, very demanding on
00:01:50
components performance problems
00:01:51
can be solved by the
00:01:52
high-recipe company with their line of
00:01:54
studio series computers created
00:01:56
specifically for resource-intensive tasks photo and
00:01:58
video editing streaming graphic design
00:02:00
game development of course working with
00:02:02
our beloved 3d all computers are
00:02:04
based on video cards of the g force
00:02:05
rtx
00:02:06
and quad rtx series which represent
00:02:08
huge advantages for work tasks
00:02:10
and the graphics processor accelerate the
00:02:12
work of more than 45 applications for
00:02:14
content creation, significantly surpassing
00:02:16
the performance of analogs available on the market.
00:02:17
Of course,
00:02:20
nvidia studio drivers installed on
00:02:22
each computer play an important role; they help more than
00:02:24
two hundred programs work with
00:02:26
maximum efficiency, among them,
00:02:27
by the way, is ours blender you can get acquainted with
00:02:30
complete information about computers from
00:02:31
hyper letters on their official
00:02:33
website here you will find complete information about the
00:02:35
models of their components, also their
00:02:37
special configurator will help you
00:02:39
choose a computer exactly for your
00:02:40
needs link in the description now let's start
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creating the back of the chair
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[music]
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[music]
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and this is what we got since the
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main form already exists, in principle, it could be
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added to the div, first you
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need to pay attention to the reference, there
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is a thickening here,
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we can repeat it using the
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solidify modifier, now we need to
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slightly adjust the shape
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[music]
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the only thing we don’t we took this
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rounding into account, but they can be added later,
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then we add the solidify modifier,
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then we will do auto smoothing through
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auto smog 65 degrees,
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now you can add chamfers,
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we will add them only
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if the angle exceeds 65
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degrees, a
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small note in case you didn’t
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know if you hold down shift
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then you can more accurately adjust
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the parameters.
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By the way, there is also a weight normal modifier;
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in short, it can make your
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shading better.
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After these manipulations, you can add a
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sap division,
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but just in case, white norm, but it’s better
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to put it below all,
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in principle, if you turn off all
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modifiers, you can see that the shape
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in principle, the same with the exception of
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perhaps rounded corners, but we agreed
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that we’ll talk about them later,
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we’ll also adjust
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the shape a little more.
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By the way, we could add an
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ira modifier with it, it would be even more convenient
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now let’s talk about roundings, to
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add it we had to add
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Yangon and we need to be with them very
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careful in many cases, as in this case,
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they are unacceptable in principle, if you are
00:05:21
interested in Antonov’s topic, watch our
00:05:23
translation of the video from Gleb Aleksandrov,
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the link is in the tip,
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so to get rid of Yangon of we
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will do triangulation,
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that is, we will turn the polygons in
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a triangle, we remove these 2 polygons and
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click control, then in order to triangulate them,
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now it’s worth checking the shading; for this,
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there is a mat cap and
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in our case there are no special problems,
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re-enable it, but about
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Kirov
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and now you need a little under
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Paul, in particular, change here sharp
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to arc, the
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change may be
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noticeable, but in our case it’s better to do
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this
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now we go a little
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through the back along the z axis because it
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was a little high, the next thing is the legs are the
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simplest thing we can do here
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now we just add chamfers
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this very modifier comes out
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armand which
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will not work if you don’t turn on auto
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smooth
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this result suits me next
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let’s pay attention to this seam to
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make it as natural as possible
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we reduced the default targets
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and slightly changed the bevel of two segments and
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the reduced m own,
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copy this object into
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edit mode, press alt with increase
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relatively normal and move it so
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that we get a seam like this
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further in the default targets tab and add
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thickness
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accordingly, and ran can also be
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enlarged,
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then you need to take a closer look at
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the seat, firstly, it goes on a small
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pillow,
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I copy the lower part, I press p, choosing
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selection
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now Komi, we also add all the objects to Lady Fi,
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then on top there is a chamfer, which has long been
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behind Abdiev’s duos,
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reducing it,
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I put the
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segment solidify, you can thicken a little
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and add an indent,
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then turn on the construction and hang up white
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normal, of course, together with auto with move, we’ll
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also make a small correction in
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apology, select these points and press
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shift control b,
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this way we make a smoother
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chamfer
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now in the b.v tab. set the angle and 65
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degrees
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so it looks like we want, we just need
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to move the legs a little
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with the first table finished now we will
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do something similar or rather we will
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not deal with the chair itself but with these pillows we will
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show how they can be made first
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let’s take a plain one, reduce it to the required
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size
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then reduce it a little and copy and
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then press m buy distance
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rm
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90 degrees
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trust
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him and again select everything through and
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then maybe. distance then all this to the
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extruder downwards we
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make a foot with two segments and again a
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n b distance
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now we press oh for the
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inc tool and we need to make a
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reduction here by about half
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then we need to copy this
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in the first object press alt c and
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increase it outward like this
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on the second object and the same procedure
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only inside,
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now select both objects and press
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control j to combine them,
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select all n b distance
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now we are faced with the fact that we have
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little geometry, this can be solved using a
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sub div in the number of divisions,
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you can choose three, which will suit us
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and Next, I put the fabric simulation class and
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here there is already a Kalyazin.
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Next, I’ll show you how we can set up the
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fabric simulation for our purposes.
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To begin with, we’ll remove gravity so that it does
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n’t interfere with our simulation, and here we
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need to put a check mark on the press ball and
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adjust the values ​​of
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thrasher, this is the pressure, using this
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setting we we can visually inflate
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the objects by the way, regarding them on the second object we
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need to turn the normals
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back to the press why are we now
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distracted by this because this setting
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looks at the direction of the normals the blue
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part should look outward indicating the
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outer part of the object
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and the red ones inward the minus
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inner part as I already said came
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looks at the direction of the normal, if everything is
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correct, then it is outward, and already taking
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this into account, this setting for us visually
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inflates the object;
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the value we must naturally set ourselves to the
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default value 0, that is,
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nothing happens, if we set a
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negative value,
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then everything will collapse,
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but if positive then
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we’ll try to inflate 25
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and that’s what the
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simulation took into account the shape of our cube
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inside so as not to lose its own shape
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this can
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blame then we press the sheitmoor and we see
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that we have formed such black
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artifacts how can they be removed there are two
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ways or set the auto flush
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only 65 degrees,
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or you need to remove all the internal
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geometry, that is, the internal pillows
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because at the junctions of these
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polygons. it diverges into several
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parts,
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that is, it is here and on this side and the
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polygon goes away from it there, that’s why
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we get such black artifacts.
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Now let’s move on to sculpting at this
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stage, pillows and other fabric can be
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made much more realistic, there
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is a lot of things here, but that’s all we need
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now I'm interested in
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this menu,
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firstly here are the brush modes that
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you can familiarize yourself with, the most
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interesting thing will probably be inflate, it has
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such an interesting effect, it
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also has a push that pulls in the pillow
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and grub that
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allows you to create
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folds
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and a second menu,
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how it will change or play as
00:13:08
we have just shown us, either radially,
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that is, relative to the point here, whichever
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you like best,
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we will stay on play no,
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I will prepare in advance the size of the brush
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that can be changed with the hot keys f,
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then we will return to the discussion of the menu, there
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is also damping,
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the higher
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the teaching, the fewer changes occur
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and if it means
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low when changing is more noticeable there
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is also a brush class,
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this is how pronounced the brush is,
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a small value I think will do
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and soft body layers city at first it may
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seem that the effect will be similar to the
00:13:58
damping class, but it acts rather
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on the contrary, changing the plasticity of soft bodies
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we will leave this and begin deformation
00:14:17
next, the more geometry there is,
00:14:21
the more noticeable changes will occur
00:14:24
with folds
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for good folds, we have very little
00:14:28
geometry, you can do more
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for this, add it to the div
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and immediately add it to it, I don’t
00:14:39
need it, but it’s better to apply
00:14:43
now we can add more
00:14:45
detailed folds
00:15:01
and that’s what we got
00:15:06
a cube, in principle, maybe
00:15:08
it is no longer needed,
00:15:11
we can just add legs by
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copying them from the neighboring table;
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there is already a table on the stage and pov. Now
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I want to add some kind of
00:15:35
curtain here and of course we will show how to
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make it,
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create a plain and rotate it 90
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degrees
00:15:44
in the mode editing play can be
00:15:46
lowered to -1 and thus the center of
00:15:48
the object will pass along this edge,
00:15:51
this is not critical, but in some cases it
00:15:53
may be convenient.
00:15:56
Now we need to decide on the size of
00:15:58
our curtain,
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let’s assume it will go from here, the
00:16:04
mayor will be 4 meters,
00:16:08
and let’s go down
00:16:11
as a rule An important role in the quality
00:16:13
and beauty of animation is played by the number of
00:16:15
polygons; they should be more than 4; it will not be
00:16:19
enough to
00:16:21
subdivide 15 times.
00:16:24
Next, we must create a vertex group and
00:16:27
select the points on which the simulation will be based;
00:16:30
in this case, direct participation will not be
00:16:32
accepted; I
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select every fourth and apply
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group
00:16:38
two the cylinder that acts as a stage for us
00:16:42
needs to be marked for contacts
00:16:43
Kalyazin
00:16:45
now for the curtain we mark our favorite
00:16:47
class
00:16:50
and then into the neck
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group
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but that’s not all I would like for
00:16:57
the curtain to go a little down and the lower
00:16:59
part to lie on the floor for this
00:17:02
we we need a keyframe and add it through the oh
00:17:04
location, that is, the position
00:17:07
will start from here and
00:17:10
after 20
00:17:12
or even 10 frames it should be in a different
00:17:14
position
00:17:17
the frames need to be set before
00:17:19
the simulation is applied
00:17:25
and again a and locations
00:17:30
and it should also be noticeable that the curtain seems to be
00:17:32
on hangs with something, that is, it’s not just
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plain in the air,
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for this we must reduce the curtain along the
00:17:39
x axis.
00:17:40
Now I’ll explain what will happen,
00:17:43
but all the polygons that we see here,
00:17:45
the size will not be applied, but except for those
00:17:48
that we marked in the vertex group,
00:17:51
they will seem to shrink and this way we will
00:17:54
have cool folds here I
00:17:56
mark the frame on the scale
00:17:59
and here I press and do it in
00:18:02
object mode
00:18:05
then we set the keyframe
00:18:08
and this is what happened
00:18:11
and now we can do something simulation
00:18:15
in principle the default settings
00:18:17
suit us, I set 20 frames
00:18:22
and I bake
00:18:24
20
00:18:26
8
00:18:36
and this is what I got, the result is
00:18:40
bad,
00:18:41
well, you can throw on a sap division
00:18:46
and add another
00:18:48
gon off
00:18:51
and now you need to correct the vertex group
00:18:54
since
00:18:55
we were marked and could have shifted
00:18:57
again, select every fourth,
00:19:02
apply
00:19:04
and bake again this result is more
00:19:07
interesting
00:19:10
further It’s a matter of taste, we
00:19:12
’ll still put a vertex group every 8
00:19:14
points so that the folds are larger,
00:19:29
so it’s probably even better
00:19:32
here at the bottom, the fabric will run over itself in places,
00:19:36
this can be removed, we’ll put it behind the stove and in
00:19:40
college we’ll mark the villages in college
00:19:41
now the fabric will mark collisions with
00:19:44
itself
00:19:51
like this the option can already be completely
00:19:53
satisfied with nothing a friend does
00:19:55
n’t come across all that’s
00:19:57
left is to choose from these 50 frames
00:19:59
the one you like the most
00:20:05
frames, we’ll even add
00:20:08
we’ll stop there now we can
00:20:10
apply the modifier by clicking up like and what
00:20:18
about subdivisions and without it the result
00:20:21
is good but with it it’s even better
00:20:25
if you still don’t quite like the result, you
00:20:26
can edit it in
00:20:28
sculpting mode,
00:20:29
we are interested in the smooth brush, for
00:20:32
example,
00:20:34
this fold sticks out too much, we can smooth it out a little so
00:20:37
that it looks better,
00:20:43
the rest I like everything about
00:20:45
the material, it’s very simple,
00:20:48
we just take the texture of the fabric, it’s from us
00:20:50
initially it was
00:20:52
then we pass it through the color ramp and
00:20:55
connect it to displacement; the
00:20:58
color here is not completely white so that the color does
00:21:00
not stick out too much in the volume,
00:21:03
we have
00:21:04
such a peach raw, we raise it and the tires
00:21:07
to the maximum
00:21:11
with the ottoman we have
00:21:12
similar ones
00:21:15
and here I will also make it so that there is
00:21:16
displacement
00:21:19
again -still small
00:21:27
and here it looks the same except that this is an
00:21:30
unusual scan of a smart yuri project,
00:21:33
so the scan is not ideal for the legs,
00:21:36
our material is matte, prices
00:21:38
are glossy, but you can see for yourself,
00:21:41
in principle, you can play with the colors,
00:21:44
but the render is already ready,
00:21:48
if you are banned from the
00:21:49
video, support the channel comments about
00:21:51
how cool we are,
00:21:52
like and sponsorship subscriptions, all
00:21:55
our sponsors are displayed on this screen,
00:21:56
and you can support the author of the video
00:21:59
separately, the link is also in the description,
00:22:00
see you in the next lesson

Description:

В этом видео мы затронем тему дизайна интерьера и создадим твёрдый стул и мягкий пуфик, параллельно рассказывая о правильной работе с модификаторами Subdivision Surface, Solidify, Bevel и Weighted Normal. Выбери свой ПК от HYPERPC: https://vk.cc/bXzUk1 Группа ВКонтакте - https://vk.com/brainyman Discord сервер - https://discord.com/invite/jyZMusk Урок подготовила Котобит, её Boosty (для пожертвований) - https://boosty.to/kotobit .blend файл для урока опубликован для всех спонсоров на YouTube, Boosty и в VK. 💰 Как поддержать канал? Спонсорская подписка YouTube - http://survey-smiles.com/ Регулярные пожертвования (Boosty) - http://survey-smiles.com/ Разовые пожертвования (Я. Соберу) - http://survey-smiles.com/ 🎬 Что внутри? 00:00 - Предисловие 00:14 - Сиденье стула 01:39 - О производительности при работе с 3D 02:43 - Спинка стула 06:20 - Ножки стула 06:57 - Детализация и доработки 08:40 - Подушки для мягкого пуфика 10:17 - Симуляция ткани 12:28 - Скульптинг деталей 15:30 - Шторка для сцены (симуляция+анимация) 20:45 - Материалы 21:49 - Финал

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