# How can I make a bed canopy?

How can I make a bed canopy?

Both the modeling and the material?

Looking for something like these 01, 02.

UPDATE:

So this is what I ended up with thanks to Nicola Sap suggestion and I'm pretty satisified with it. Thank you.

What do you think?

What about the material? (Now I'm just using mix of diffuse and transparent).

(credit to pixabay/Viscious-Speed for the floral background).

• Great! I'm happy that you could make the most of my comment. I'll make it an answer then, for now without adding anything to it. The material looks pretty good to me! Jan 18, 2019 at 16:24

Short answer just to point you to the direction of cloth simulations.

1. Start with a large circle in the position of the highest point of the canopy, with a "triangle fan" face fill.

2. Remove one vertex along the circumference, to make an opening

3. Subdivide many times, minimum 6 but possibly 11-12.

4. Assign the central vertex to a vertex group.

5. Set up a Cloth simulation and enable pinning on the newly created vertex group.

6. Make the canopy holder ring using a simple torus mesh and enable collision.

7. Enable collision on the bed (or on a cube representing the bed's proportions, if your bed isn't ready yet).

8. Bake a cloth simulation

9. Choose a frame that looks right, and "Apply" the Cloth modifier.

Cloth sim is the way to go. Here is a good tutorial:Modeling with Cloth Simulation in Blender I am sure you can adapt his techniques to this.

• This is a link-only answer can you add more details that teach the reader how to use cloth simulation? Jan 15, 2019 at 0:38
• Scott, in this case I think that "link only" is an appropriate response in this case. The OP's question is vague and actually would require "a very large answer." (Much too large, I think, to try to detail here.) Whereas, web-pages like the one Stan suggested are a very good place to begin to get that answer. Jan 17, 2019 at 16:06

Yes, that's a 42-minute video, and it takes every bit of it.

I would further add to this comment that there really will be two aspects to getting a satisfactory result: cloth simulation, and then texturing. The cloth material will be very gauzy (is that a word?) and translucent.

I'd also add that, given that Blender 2.8 removes the original "Blender internal" renderer, replacing it with Cycles and EEVEE, the OP will need to learn about the node-based materials which drive the Cycles render engine. For a glimpse of what I'm talking about, see e.g.: