Houdini 17.0 Cloth

How to make pockets in clothing

This is a simple tutorial about how to add pockets to a piece of cloth. In this example we will use a simple grid instead of a modeled piece of clothing; however, the same workflow applies.

Note

To stitch cloth, the topology has to be exactly the same so that the points line up.

  1. Create a Grid. Make its size 1 by 1, give it 20 rows and 20 columns, and orient it to the XY plane.

  2. Duplicate the Grid you just created. An easy way to do this is by copying and pasting the existing node in the network editor.

  3. Dive into the second grid object. In the viewport, transform it forward slightly so that it is not directly on top of the initial one.

  4. Select some surrounding primitives. You should leave a patch big enough to become the pocket.

    Tip

    Holding ⇧ Shift will allow you to easily select the surrounding primitives.

  5. Press ⌦ Del to remove the primitives.

  6. Use the Cloth Object shelf tool to turn both grids into cloth objects.

  7. Click the Follow Target shelf tool, and choose the larger piece of cloth to constrain. Then select the top two corners, and press Enter. This will prevent the cloth from falling down when simulating.

  8. Click the Stitch Cloth shelf tool, select the pocket, then press Enter. Next select the points around the bottom and sides of the pocket to constrain, and press Enter.

    Tip

    It may be easier to select the next set of points if you display geometry as wireframe.

  9. Choose the larger piece of cloth as the dynamic object to stitch to and press Enter. Then select the points for the pocket to stitch to.

    Note

    If you want your pocket to stick out more, select the points one row smaller than the size of the pocket.

  10. Change the constraint Type to Hard so that the pocket stays stuck to the cloth at the constraint points.

  11. Press play on the Playbar to view the simulation.

Cloth

Getting Started

Next Steps

Troubleshooting

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