Cloth Simulation
cloth.mikail-khan.com200 points by adamch 9 days ago
200 points by adamch 9 days ago
Thought this was going to be a repost of https://oimo.io/works/cloth/, which is also excellent.
The tearing was unexpectedly disturbing!
Suggestion: use an accelerometer data on mobile and use that to directly replace gravity. I expect to be able to tip the phone to drape the cloth, and shake the phone to get waves of motion.
I think the little tears were fine, but my expectation of the weight of the cloth wasn't so much that it would start to rip on its own after a certain point. It felt more like a wet dough at a certain point than cloth.
It's rust compiled to wasm. Dude's got a lot of interesting stuff on his projects page: https://mikail-khan.com/portfolio
I remember the first time playing Splinter Cell.
Walking back and forth through a curtain to see how it wraps around the body. So cool.
For me, "Large Steps in Cloth Simulation" [0] made implicit methods accessible... Seminal paper.
A very nice article by Marian Pekár on Verlet integration and cloth simulation:
https://pikuma.com/blog/verlet-integration-2d-cloth-physics-...
It tearing when I waved my mouse around was a nice surprise
Nice first approximation. The cloth has no momentum, a piece of cloth that clearly would swing down, past vertical, and then swing up just damps down and stops at vertical.
Also the falling pieces don't accelerate downward, which looks unnatural
I like it!
I made this a bit ago for fun and funnies to test the idea of tearaway ads. It's very prototype but still pretty satisfying (desktop only but there's a gif on the repo)
Exactly as discussed in Sebastian Lague's video https://www.youtube.com/watch?v=PGk0rnyTa1U
I highly recommend watching the relevant section of that video (4:38 to 8:59) and then implementing it yourself in whatever system you know that can draw lines and circles (I did it in Godot; it took only a few minutes to learn enough Godot to start on the algorithm).
It's absolutely mind-blowing that so little code can produce such a beautiful result. It's also fun to play with the parameters and see how they affect how the cloth feels.
First, kudos on this. Really cool to play with.
Reminds me of a great video not long ago that went over the main ideas behind weaving and knitting. Feels like you almost certainly have to take some of those ideas in mind when doing a simulation like this. Would be curious to read a breakdown of how this was made and how it incorporates the concepts that go into different fabric.
I was curious and was able to build something very similar quickly using Gemini 3 via Google AI Studio. Never would have imagined a few years ago how easy some of this has become to prototype.
There's a lot of simple cloth sim examples on the internet, so I see why LLMs can code these kinds of demos easily.
yeah makes sense. Im sitting here evolving my little prototype its too much fun.
This is great! The only part that broke the immersion (for me) was that the cloth bits fell at a constant rate - I'd expect them to accelerate due to gravity, and maybe flutter as they fell.
Nice art!
That's super cool (and FAST -> hard to do from my personal attempts).
But, please, give us some nitty gritty of how you made it
I spent entirely too much time finding out exactly how much "cloth" could be supported by two "strings."
Maya and Cloe 3D and almost all fashion design software have it for decades already. Niche and fascinating software. Check out some demos.
Cool stuff in software you don't even know exists:)
Of course cloth sims of varying fidelity are everywhere. Even games have had cloth sims for decades at this point.
But it is also something that remains a research problem how to do efficiently and with good results; pretty much every year in siggraph you see couple of new papers around cloth sims. For example this year we got this https://youtu.be/d9TZhtXeMio
As an artist, I needed to get it right. Wasn't as easy as I thought it would be. I had to think in 3D, to make 2D.
The cloth sim in Blender remains one of the most frustratingly un-updated features. I would dearly love to see it get an algorithmic refresh.
At least solver seems faster (if not better) in later versions? p.s. My try at 'flag in the wind' in Blender from around 2022: https://0x0.st/s/aJ6DNj2pEHzRdBiscEIsbQ/KCsK.mp4 I do remember it took me all day to get somehow realistic motion.
Pretty cool! I kept trying to cut the piece I had just cut again by doing a "Zorro"-style motion, but no such luck.
Feels more like a spiderweb simulation. The fibers are sticky and stretchy.
I wonder how far away we are from realtime Marvelous designer in games.
Looks like that I can cut it without right click by swiping fast enough.
Reminds me of Fruit Ninja but this one is Cloth Ninja.