Blender Tutorial: Cloth Texture with Holes


https://i.ytimg.com/vi/h6w2iS9_4ZY/hqdefault.jpg



http://www.LittleWebHut.com
This Blender video demonstrates how to apply a cloth texture with holes in the texture. Blender version 2.74 was used for this tutorial. This video shows many techniques that may be helpful to beginners and intermediate users.

Link to previous cloth napkin video

Link to cloth image
http://www.littlewebhut.com/images/cloth.jpg

Blender website

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Video Contents:
00:42 Cloth mesh baked.
01:31 Glossy shader replaced with Diffuse shader.
02:01 Image texture added.
02:47 Cloth mesh unwrapped.
03:50 Math node added to control strength of the displacement.
04:20 Holes added to texture by adding a mix shader, transparent shader, and a math node.
05:50 Cloth material is improved.
07:04 Final image rendered.

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37 responses to “Blender Tutorial: Cloth Texture with Holes”

  1. help please: only one problem, the way i do textures for a character requires that most of UVs are in one UV map.. so i join them to one object, now when i try to make this video's kind of texture to only 1 or 2 UV islands among other UVs on the same map, What should i do?? and how will i be able to scale it giving that i can't change the island scale because it's correspondent to the colors map, normal map & ambient occlusion map i already made

  2. Hi thank you for the tut. A quick 911 question. I need to create a rubber surface (more like pantyhose) that actually stretches. I need the holes to glow in size as the fabric stretches out. I need to render this out from Blender in close up se I really need to see that effect. I know what cloth does but is it possible to get that stretching effect? Any thoughts? Thank you !!

  3. The result is great it is way better than the not so easy to use velvet shaders which I have abandon because of this tutorial I can also generate an inbuilt checker pattern texture with white and black I use it in place of the image you used and still get something similar.

  4. As of now, this tutorial is wrong. You sould not use displacement for bump. There is "normal map" node that creates vector info from image and that should go to normal input in shaders. Also, texture should be put at "non-color data" as color is not used.

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