Next up on our list, we're going to work on
creating some blinds for our house.
At the moment, you can see everywhere
all of the windows are completely open.
So let's add in a couple of blinds
in the second floor and over here
on the right side to add in
a little bit of privacy to a house.
To do this, we're going to use the cloth simulation.
Over on the right side. We're going to
right-click and create a new collection.
And we'll call this collection by double-clicking.
It will call it blinds,
will jump to that collection by
hating six on our keyboard,
or actually five on our keyboard.
And then we're going to add in a couple of objects.
First, let's add an a ground
for the clot to actually fall on.
I'm going to press Shift a and add in a plane object.
We'll scale it up a little bit.
I'll press Shift a and add in another plane.
This time we're going to rotate it
along the x by 90 degrees.
This is going to be the actual blinds.
Will drag it up and then press S
and Z and skill it out this way.
Maybe make it a bit skinnier,
something like that will look pretty good.
Just like that.
Maybe a bit taller as well, just like that.
Next up for the cloth simulation to actually work,
we need geometry on our object.
If we go into edit mode,
you're gonna notice we only have
four vertices along the corners.
That's not going to work at all for a cloth simulation.
So let's add in a bunch of luke cuts
and subdivisions and make this better.
And just like the displacement modifier,
you want to have square faces
for the cloth simulation to look good.
So for this we're going to press
Control R and we're going to add in.
Let's go with six loop cuts,
like this, left-click and then right-click.
And then we'll add in to loop, cuts down the middle.
So Control R to loop cuts,
left-click and then right-click.
And there you go. We now have square faces.
At this point we can press a to select everything,
Right-click and then sub-divide.
It, will do this one more time.
And now to actually create the look of lines,
we're going to select every other one
and then move them forward.
So for example, I'm going to hold Alt and
select that loop holding Shift.
I'll select this loop, this loop,
and then every other one, just like this.
And then we're going to move these forward.
So press G and then y and drag them forward
until we get the look of blinds somewhere around there.
At this point we can press S and then x and scale it in.
So it's a bit skinnier,
something like that will look good.
Now let's actually create the cloth simulation.
So over on the right side,
we're gonna go over to the Physics panel
and then click on the cloth simulation.
We're going to select a V ground floor
and add in a collision.
So this actually collides with it.
Now we're going to just
play it and see what it looks like.
So if I hit the spacebar,
we can see this is the effect and that's pretty bad.
So let's go ahead and fix that.
We're going to restart.
And first off, we need to add in
a pin group so the top vertices do not move.
Jump over to the object data panel
and create a new vertex group,
and then go into edit mode.
Holding the Alt key, Let's select
the top vertices and then click Assign.
I'm also going to sub-divide everything.
So press a to select everything,
Right-click and sub-divide it so
we have more geometry to work with.
Then we'll go out of edit mode and then jump
over to the Physics panel once again.
And to assign it
that vertex group to the top where the painting is,
we need to open up the shape panel right here.
And then for the pin group,
select the group that we just created.
Now, those vertices should not move.
Let's restart our animation
and hit the spacebar to play it.
And you can see it's working.
Now what we need to do is just create
a cool look for our currents.
I'm going to drag this plane down.
And then we'll press the space bar once again.
And if we grab the plane and move this up,
we can actually move the blinds around.
So something like this will look pretty good.
Just like that.
I want them to just be like on the ground.
And another thing you're going to notice is that it's
colliding and going through itself.
To fix that, select your cloth and we'll scroll
down to the collision and then turn on self collision.
So check that box right there
and that will fix the issue.
Let's restart and do it again.
And there we go. That is looking pretty good.
We now have some nice cloth,
but I wanted to go in the other direction.
I don't want it to go on the front.
I actually want it to go in the back.
Restart and we'll drag this below,
will hit the spacebar once again
and then just move this around,
kind of bounce it a little bit
until you get the shape that you want.
Something like that actually might look pretty good.
And there we go, Actually like that.
Look, let's select our object.
And before we do anything else,
and let's duplicate this and place it in
another layer just in case we want to go back.
So with this object selected,
I'm going to press Shift D and then right-click.
I'm going to hit M and move it to a new collection.
And we'll just call this collection backups just in
case we want to use that frame
another simulation later or something,
we should always have a backup just in case.
Then you can turn that off by
clicking that little checkbox.
Now that we're happy with the look of our cloth,
we can select it,
go over to the Modifier Tab,
and then apply the cloth simulation.
Now we can see if we go into edit mode,
those vertices are now stuck in place.
To smooth this out a bit more,
we're going to add in
another subdivision surface modifier,
right-click and then shade it smooth.
And there we go.
That is looking really good.
Let's scale this on the x just slightly so it's
a bit skinnier like that.
And then also we're going to add in
a solidify modifier because
at the moment you can see it's paper then.
So click Add Modifier and then select solidify,
press Control a and apply the scale
just so it applies it correctly.
And that's basically it.
We might need to change the thickness and just
slightly something like that.
And that looks really good.
Let's go ahead and delete this plane.
We don't need it anymore.
And then for the material, for this object,
we want to create a material that
line actually passes through it.
It's going to be similar to the grass material.
We're going to use a translucent.
So we'll jump over to the Material tab
and create a new one.
Will come up to the top menu end split
this view and then switch it over to the shader editor,
then press N to close off that panel.
So for this material,
we're going to press Shift a and add in a new shader
and then a mix shader.
We'll place it right here
and then shift a and we'll add an,
a translucent shader and place it here.
We'll take the translucent and
plug it into the mix shader.
And then we'll open up the preview.
And this is the result that we're getting.
You can see light is passing
through it just a little bit.
If the factor is all the way up at 100%,
that means it's going to be full translucent.
We don't really want that.
We only want it to be about halfway.
So around a value of 0.5 or so,
or 0.4 will be pretty good.
As for the color of this,
we're going to set it over to
a nice yellow somewhere around here,
like a tan color.
That looks pretty good. And it
to create the look of a fabric material,
we're going to add an a for null node.
So go over to input and then
select it for now, right here.
We're going to take this and plug it directly
into the roughness of this shader.
We'll add in one more node to control this,
we'll add in a converter math node and place it here,
and then switch it over to the multiply mode.
As for the value right here,
we're going to set it all the way up to four.
We'll take a look at this now if we
go into rendered view,
here is the result.
Will be able to see this a bit better once we add it to
the house and actually
see how the light interacts with it.
So with that done, we're gonna go ahead and close
off this panel by clicking and dragging over.
And make sure you're constantly saving
your project just in case blender crashes.
So to do that, press Control S.
And now let's place this inside our house.
I'm going to hit Shift 1,
2, 3, and 4.
To bring back the entire scene.
We'll go into front view,
z, go into wire-frame,
scale this down and then place it in
the second floor right
about there and then line it up
properly, something like that.
We'll go into top view and place this in the right spot.
So drag it over to the front. Right about there.
Looks good.
Maybe rotate it a bit and place it right about there.
Next I'm going to press
Alt D and place it over in this location.
Will rotate it around and place it right about there.
Looks pretty good.
And make sure that it's not
peeking through the windows at all,
that it's right on the edge.
And then we'll go into top you once again,
we'll place it on the other side.
So Alt D, we'll place it over here.
And then finally, I will select this one,
alt D and place it on this side.
Right about there is good.
And also just to make it a little bit different,
we're going to mirror this along the x location.
So press Control M and then select x,
and then it'll mirror it just so it's different
from this one on the left, like that.
And that looks pretty good.
Let's go into camera view and take a look at it.
I'll zoom in and press Z and go into
rendered view just to make sure everything looks good.
And then Togo overlays.
And as you can see, it does look pretty
good if you want there to be more transparency.
So you can see the back just a little bit.
You can bring up the translucency even higher.
So probably around a value of 0.5 is probably good.
And then double-check that the curtains aren't floating,
so make sure they're on the ground just like that.
And then also double-check that they're a
pretty high and close to the ceiling,
or it's going to look a bit weird from the camera view.
So I'll go into edit mode.
I'll select that top bit and just move them
up just a little bit so
they're right next to the ceiling.
And since we all did that,
that should apply to the rest
of the object as you can see.
So we'll grab this one will actually move it
along the y so it's closer
to the corner and
it is a little bit further away from the window.
So I'll drag it this way as well.
We'll drag this one this way.
There we go, that's better.
And then we'll double-check this one.
We can drag it actually closer to
the right wall and
then we'll drag it closer to the window.
So gn, so G and X and drag it right about.
There is good.
And there we go.
That is looking really nice.
And before this video ends,
and let's duplicate those objects and place
it on the bottom floor next to the stairs.
So I will select this one,
go into top view.
And this time I'm going to press shift D
Just in case I want to edit it.
So then we'll rotate it this
way and place it right about there.
Drag it underneath.
So press G and Z and drag it underneath
until its resting right on the floor.
Right about there is good will go into
edit mode and drag all of
those vertices up just other past the window,
just in case the camera can see it.
And there we go.
That looks pretty good to me and we'll
duplicate it and place it on the other side.
So we'll press Alt D Then why?
And drag it over here.
Let's take a look at that from
the camera view will present
Z and go into rendered view. And there we go.
That is looking really nice.
In the next video, we're going to set up
the Render Settings and then render out an image.