2026

The Fabric Brush

General

How can the drape of a textile fabric be realized?

You are no doubt familiar with the difficulty of modeling a towel that has been carelessly thrown into a corner, for example. Creating a realistic drape using polygon modeling is not that easy. Although you can create extensive fabric simulations with Cinema 4D Simulation, this initially requires some effort: Cloth and Collider Tags have to be assigned, and interactivity is not far off.

This is where the Fabric Brush comes into play: without any further preparation, select the polygonal fabric object, activate the Fabric Brush and interactively create folds.

Various text objects appear to be made of fabric with different folds.
Note: As the Fabric Brush functions internally as a simulation, it behaves slightly differently to other brush tools. This means that their effect is not limited to the radius: if you pull on one end of a cloth, the rest of the mesh must behave accordingly and, for example, wrinkle. If the brush effect is to be spatially restricted, please refer here.

Interactivity during editing

Observe the following keys when working with the Fabric Brush:

Point selections for restricting the Fabric Brush

The Fabric Brush only edits the areas of selected points.The Fabric Brush only works on selected points. Deselected points remain in place.

The Fabric Brush also takes the following tags into account to limit its effect:

Note: In order for the Fabric Brush to take the tags into account, the name __fabricrestriction__ (2 underscores before and after "fabricrestriction") must be entered in the "Base" category! If both types of tags are present, only the Vertex Map Tag is taken into account.

How does the brush work internally?

The Fabric Brush uses the already familiar simulation system for clothing (see Cloth Tag, especially the Surface tab), which uses the fast computing speed of your graphics card. You do not need to assign any tags here, simply select the polygonal object to be edited and get started.

Good to know

How should common textiles such as cushions and blankets be designed?

You should observe the following general tips and tricks when modeling textiles:

FAQ

What should I do if the fabric has been penetrated during processing?

Penetrations are difficult to remove. You can do the following:

- Edit the problem area in Detangle Mode ("Tool" tab).

- Select the problem area in Ghost Point Mode ("Simulation" tab) - this will switch off the self-collision - then switch back to simulate and untangle the chaos, e.g. in Drag mode ("Tool" tab).

What are contraints?

The following descriptions occasionally refer to "constraints". Constraints are internal conditions that ensure that the mesh behaves like a fabric: for example, the Stretchiness parameter creates constraints between neighboring mesh points that keep the distances between points more or less constant depending on the parameter value. There are various constraints that ensure different properties. For example, Bendiness regulates how easily a fabric can be folded. These different constraints often "fight" against each other, e.g. when they require opposing point movements. All these constraint effects must be reconciled during simulation. The Substeps setting ("Simulation" tab) regulates how well and precisely this works.

You have perfectly modeled a fabric in one place, but when draping it in another place, the former also changes again. Is there a remedy?

How do I quickly and painlessly turn an object created by the generator into a polygonal object so that I can work on it with the Fabric Brush?

For example, use the command Volume Mesh.... It creates relatively evenly divided meshes. This is a very practical function for preparing Text objects for editing, for example, without having to worry about opacity subdivisions and spline interpolations.

Can the Fabric Brush be used for anything other than textiles?

Yes, of course, think of tying knots, for example. Simply take hold of one end of the rope and knot it exactly as you would in reality: the end of the rope through this loop, then once around the rope, etc. The self-collision ensures that beautiful knots are formed:

The Fabric Brush can also be used to tie knots in mountaineering ropes.

In this picture you can also see the subdivisions of the rope. In the Fabric Brush, you define a very small amount of Bendiness (so that the rope cross-section does not collapse) and a very small amount of Friction so that the knots tighten well. Increasing the Substeps can also be useful so that the collisions work better.