In this tutorial, you will learn how to work with cloth within a production environment. This will involve creating helpful input geometry for the cloth and colliders, how to work with Vellum parameters and constraints to get the look of cloth you want, how to make the simulation art-directable, and how to use post-simulation fixes.

This course has been designed for users that have some experience working with cloth on characters and want to learn techniques to make their work more efficient within a production context. After completing this course, you can expect to be able to setup and efficiently simulate cloth for production geometry where the character and clothing have already been created. You will learn techniques that will make iteration quicker and easier to match a director or supervisor’s input.



I'm a Lead Character FX artist at Animal Logic in Sydney. Most recently, I have worked on Captain Marvel and Peter Rabbit. I'm currently working on Peter Rabbit 2. My current work is based around FX in Houdini as well as pipeline coding. Additionally, I also create interactive installations in VR and projection mapping. Past industry work has been for the Adelaide Fringe Festival, Sydney's Vivid light festival, and documentaries for the Discovery Channel and National Geographic Channel.

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