Now that we've set up the modelling for our bed,
Let's add in the cloth simulation.
I'm going to press Shift a and
add in a new plane objects.
We'll go into top view and then place this
in the middle of our scene right about there.
And then I'll press S and X and skill at all in the x,
so it's a bit longer.
And then we'll go into wireframe.
I think that's a pretty good size.
It's going to cover the entire bed,
which is what we want.
Now let's go into edit mode and sub-divide this plane.
So we'll go into edit mode,
and then we'll right-click and sub-divide.
We can see we already have square faces, which is good.
So for the number of cuts,
let's go up to 100.
And I think that is looking pretty good.
At this point, we can go out of
edit mode and select our objects.
I'm going to be adding in a collision to
both the mattress and the bed frame.
So with the mattress selected,
we'll jump over to the Physics panel
and add in collision.
For the friction. I don't
want the blanket to slide around.
I wanted to hit it and stay where it's at.
So let's bring the friction all the way up to 20.
The outer thickness right here.
We also want to bring down or there's going to be
a small gap in between where
the blanket is and the mattress.
So let's bring this down to a value of 0.01 and Enter.
Then we'll do that exact same thing for the frame
selected the object collision,
set the outer thickness to 0.01.
And then for the friction, I don't
think we need a value of 20,
but let's go up to a value of 10.
Now let's work on the cloth.
Select your cloth and click on a cloth just like that.
To add in a cloth simulation,
we can leave all the default settings,
but we need to scroll down over to the collisions,
open up this panel and turn on self collision.
We also want to make sure the distance is not
0.15 because that is way too high.
Let's go down to a value of 0.001 on both of these.
So the collision zeros are
one and the self collision point 0,
0, 1, and Enter.
Now let's restart and then play
this and we can see what it looks like.
I might want there to be a little bit
longer of a blanket on this side.
So what we can do is restart.
We can press S and Y and skill it out just a little bit,
drag it back a little bit, something like that.
And then we can play this one more time.
So hit the spacebar to play it.
And this will give us a better result.
And now it's covering the entire thing.
If for some reason you get this kind of effect
where the collision isn't really working with itself.
You can bring up the self collision distance
just a little bit.
Maybe a value of 0.005 will work.
So let's try 0.005 and then we'll restart and play it.
And I think this will work a little bit
better. And there we go.
We've now created a blanket for our modern bed.
The next step is to press shift D on this object.
Then we can press M and move it to its own collection.
So select a new collection and we'll call it backup.
We're about to apply the cloth modifier.
So whenever you apply a modifier,
you should always have a backup
just in case you want to go back.
Then we can uncheck it to hide it from the view.
Select your cloth, go over to
the cloth simulation and apply it.
Next up, let's click Add Modifier and then we'll
click on a subdivision surface modifier.
Let's also right-click and shade it smooth.
We'll go up to a view of two and that
should help smooth out that angle right there.
And that is looking really nice.
As for the other modifiers,
we need to add an a solidified to give it some thickness
and let's drag it above the subdivision surface modifier.
As for the thickness, Let's zoom in right
here and we'll see how it looks.
So right about there is good.
So probably something with the default value,
actually 0.01 will work pretty well for this situation.