# Recreate this cloth effect

I like to try and improve my Blender skills by recreating images in 3D. So I would like to make an image just like this one. Or close enough.

I thought about just laying them all on a table, but then, I thought I would try to make the cloth effect. But I'm not sure how would I make the cloth act like this. I've made cloth fall and lay flat, but this look would be new to me. And then after I get the cloth, I'm not sure how I would get the balls and cube set on top and weigh down the cloth without passing through it. The Blender physics system is still very new to me, so I'm not sure if I could just make a soft jelly like cube on the bottom and make the cloth, balls and cube drop and setting on it to give it a squishy look. Or if I should just make a hard box with holes dipped in for the balls to rest into and just and somehow get the cloth to make this effect. But here was a quick scene I put together to show my first idea.

• Try setting the cube and the balls to collider in Physics Properties Jul 20 at 3:42

One approach, as you described, is to run a cloth simulation with some obstacles placed in the box to create wrinkles and improve the result manually.

Final render

Simulation setup

Start with the box, and place some obstacles with Collision enabled for them. Separate the box walls from the bottom of the box. So you can give only the bottom part a collision. The walls are ignored for the simulation (no collision) because the cloth slipped and folded, overlapping too much with the walls involved.

Side note: The box was created from the default cube (2 meters). So everything is large. The simulation worked quite well at this scale. But for the lighting, you might want to scale it down to real-world size. (I haven't done this yet in the screenshots.)

Scale the fabric up a little to have more geometry to work with. The plane here has 10 subdivisions and a Subsurface Division modifier for non-destructive testing. Level 3 setting for the modifier and the Leather preset for the Cloth settings did the trick.

Keyframe the location of the glass balls and move them down when the fabric has settled (so after 50 frames). The glass balls have also Collision with default values enabled.

In the end, the cube was simply placed in the center, with no simulation, no collision.

Simulation result

Apply the Subdivision Surface modifier. Then the Cloth modifier As Shapekey if you like or just apply it. After you have done this you can make manual corrections in the Sculpt mode with the Smooth, Grab, Elastic Deform, and Cloth brushes. The Cloth brush has different modes such as Grab, Pinch, Drag, ... that you can select in the tool settings.

Raise the cloth mesh and remove any obvious intersections to get the desired "nest effect". Add a Solidify modifier to the blanket to give it some thickness.

Final mesh

The material for the blanket is an adjusted jeans PBR texture with a very high Sheen value (25):