Week 9
- mialaplanche
- Mar 10
- 2 min read
Weaving Effect - Technical Breakdown
The weaving pattern was created using two grid systems: vertical threads (blue) and horizontal threads (red), following a traditional over-under weave structure.
Visibility & Pattern Control: An attribute wrangle controlled weave visibility based on color values. When Cd.r < 0.9, the geometry displayed the first weave pattern (off-camera layer). When Cd.r > 0.9, it switched to the second pattern (on-camera layer). This binary threshold created clean crossover points where threads appear to pass over and under each other.
Color Transition System: Blue and red color attributes were transitioned using an animated sphere. As the sphere moved through the weave, an attribute transfer node propagated Cd values, controlling which grid layer appeared in front at any given point—simulating the depth sorting of interwoven threads.
Dynamic Thread Thickness: A Z-direction spatial threshold moved with the weave progression to transition thread width from thin to thick. As threads approached and crossed the horizontal weave plane, they smoothly increased in diameter, creating visual emphasis at intersection points.
Hair Generation: Hair was generated using the weave's final frame as a "scalp" surface, fed through a guide groom workflow. The rest geometry was processed through guide deform and hair generation nodes with custom clump and frizz parameters to create organic fiber variation.
Fabric Texture: An attribute VOP applied turbulence noise perpendicular to the straight weave geometry, creating natural wave patterns and cloth-like surface undulation.
Cloth Simulation: The final cloth simulation utilized a remesh node with appropriate density for stable collision detection. Vellum pressure constraints maintained volume in pillows and comforters. The Vellum solver was driven by keyframed gravity (ranging from -3 to -9.81 m/s²) and directional wind forces to achieve a slow-motion, floating aesthetic.

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