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Procedural Cloth Sewing Toolbox for Blender 4.1+

5.0(2)
€4+

Creative Playing Cards Animations NodeGroups

5.0(21)
€0+

Make a Simple Sticky Objects Simulation NodeGroups

5.0(7)
€0+

Procedural Quartz/Crystals With Internal Cracks NodeGroups

5.0(28)
€0+

Claymorphism Assets/NodeGroup Pack

5.0(1)
€2+

Join Curves End To End NodeGroups

5.0(7)
€0+

Jigsaw Puzzle In Blender NodeGroups

5.0(10)
€0+

Procedurally Split Mesh along UV Island Boundaries

5.0(1)
€0+

Procedural Cloth Sewing Toolbox for Blender 4.1+

€4+
2 ratings

This toolbox is currently in developpement following the tutorial I am releasing on my YouTube channel. Each addition to the series will be added to this pack for free for previous buyer, until the final toolbox release.

The current pack version (v0.32) contains nodegroups to create fully procedural edge topstitches, hems, biad binding. Everything can be created in one click from just some vertex group selection, and the main advantage of this asset pack is that it is entirely stable in any animation pipeline (armature deform, simple deform, cloth simulation, alembic cache, ...).

To use the setup, you just need an object with uniform scale and a properly setup UV Map with no overlaps. Two geometry nodes setups are also provided to help with procedural UV Map cleanup.
Then you select an edge loop with vertex groups, and after inputing a few parameters, you are left with beautiful details, along with attributes for intricate shader work.

For this to work as intended, the order of modifier is important. Here is an example of the modifier stack and where to put the included node groups. Subdivision Surface Modifiers can be placed about anywhere in the workflow after deform modifiers and before Stitch Curve to Mesh.

[UV Cleanup] - this optionnal step ensures clean UVs in a procedural way.
[Deform Modifiers] - this can be armature deform, alembic cache, cloth simulation, simple deform, curve deform, etc.
[Group to Hem]
[Solidify]
[Group to Bias Binding]
[Group to Stitches]
[Stitch Curve to Mesh] - this should always be the last so it is unaffected by solidify modifiers, subdivision surface or anything else as it can create huge amount of geometry.

The included nodegroups are the follwing:

  • Split UV Islands
    - This setup splits the mesh according to the UV island boundaries, ensuring that no faces are distorted when the mesh is uwrapped while processing.
  • Clean UV Islands
    - This setup checks for overlaps in UV space and offsets the corresponding UV islands if needed.
  • Group to Stitches
    - This setup creates a curve of stitches along some selected edge loop vertex groups.
    If used after a solidify modifier, make sure to create a new (empty) vertex group to store the data generated by this modifier under the "Output Vertex Groups" -> "Shell" attribute selection of the Solidify modifier. This vertex group then needs to be set as the "Solidify Shell" attribute.
    If used after a "Group to Hem" operation and if you want the hem and the stitches in the same place, make sure to selected the right attribute from the "Group to Hem" output as the selection for this modifier.
  • Stitch Curve to Mesh
    - This setup converts a curve (created by Group to Stitches for example) to a mesh to create thread geometry. The "Thread Attribute" input must be the same as the "New Geometry" output of a Group to Stitches modifier to have an effect.
    This provides multiple LOD levels depending on details needed, with flyaway fibers, multiple sub threads, and much more.
  • Group to Hem
    - This setup creates a simpple hem along some selected edge loop vertex groups. New data is stored in different output attributes, where New Geometry only stores the newly extruded parts of the hem, Original Selection stores the original edge loop that was selected and is now part of the hem, and Hem Edge is the new edge of the fabric after hem extrusion. Note that the Edge Selection you put as an input now spans over the whole hem as the data was extruded, and can no longer be used on its own as input to another modifier.
  • Group to Bias Binding
    - This setup creates a bias binding along some selected edge loop vertex groups.
    If used after a solidify modifier, make sure to create a new (empty) vertex group to store the data generated by this modifier under the "Output Vertex Groups" -> "Shell" attribute selection of the Solidify modifier. This vertex group then needs to be set as the "Solidify Shell" attribute.



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