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SLOHERO OPEN TOOLS · 001

Make cloth.
Make it move.
Cloth Lab.

Free Blender add-on · v0.7

From cloth simulation to patterns, sewing, sculpted folds and finishing. Work through the process in Blender with tools we built ourselves.

Cloth Lab adds creation and control tools to Blender’s cloth physics. Start with product wraps, fabric in motion or character garments. The add-on interface is currently in Korean; this page provides an English guide.

Tested on Windows · Blender 4.5.14 / 5.2.2
Dynamic tearing and its self-collision bake require Blender 5.2+
Installer and source available · GPL-3.0-or-later

Three camera views from the cobalt cloth reel made with Cloth Lab
COBALT / CLOTH IN MOTIONWatch the reel and see the settings ↗
15Task-based control panels
6Original starter patterns
18Blender cloth and boundary brushes
$0Installer and source download

WHY WE BUILT IT

An idea should start
with tools you can access.

Making a sheet of cloth move convincingly takes more than material settings. Mesh density, pins, collisions, forces, shading and lighting all matter. Cloth Lab began as a way to bring these scattered controls and steps together.

We independently implemented a broad set of the main workflows shown in publicly available Simply Cloth Studio 2.0 materials. From basic cloth controls to patterns, extraction, sewing, wrinkles and finishing, our aim is to make comparable workflows available for free.

We did not use the original add-on’s code or bundled garment assets. Blender handles the core physics, while Cloth Lab connects and controls the workflow and adds contact calculations for the experimental self-collision bake.

See the implementation scope ↗

THE COMPLETE TOOLSET

From a single sheet
to motion and garments.

Panels 1–9 cover physics and motion.
Panels 10–14 cover garment creation and finishing.
Panel 15 adds dynamic tearing.
Open a feature to see what you can control.

01

Physics, damping & fabric presets

Adjust mass, tension, compression, shear, bending and damping. Choose from nine starter presets, then save and load your own fabric settings.

02

Pressure, shrinkage & sewing

Inflate closed cloth, shorten fabric and use sewing or internal springs to control how the shape forms.

03

Object collision & self-collision

Set collisions against products or bodies, as well as contact between parts of the cloth. Adjust distance, friction, quality and excluded regions.

04

Grab, move, gather & release

Use pins and weights to choose where to hold the cloth. Hooks and keyframes control moving, gathering and releasing it.

05

Gravity, wind & other forces

Set the gravity multiplier and Wind, Force, Vortex, Turbulence or Drag. Animate the strength and position of forces over time.

06

Local properties, masks & mesh density

Paint weights to stiffen or shrink selected areas. Manage pin, pressure and collision regions, along with simulation mesh density.

07

Fold analysis, surface & thickness

Inspect folds and clean up the surface. Adjust visible thickness and smoothing after simulation.

08

Fine wrinkles, direction & animation

Add fine wrinkles to the larger motion and control their direction and strength. Preserve fixed-topology motion as shape key animation.

09

Simulation quality, cache & playback

Set calculation quality and the frame range, then manage baking, resetting and playback. Clear the cache and recalculate after changing the cloth settings.

10

Patterns & garment extraction

Create cloth from six starter patterns, curve outlines or points placed on a body. Extract garment pieces from painted regions and use mirroring, fitting and the library.

11

Sewing boundaries & seam management

Connect A/B boundaries between pieces. Resample boundaries with different vertex counts, manage named seams, close matching boundaries and exclude openings.

12

Sculpting & mesh cleanup

Make an editable copy of the current shape and work with 18 cloth and boundary brushes. Access masking, multiresolution, dynamic topology and QuadriFlow.

13

Fold analysis & local subdivision

Generate weights from fold angles at the current frame and subdivide selected areas. Control reinforcement of raised folds, creases and seams separately.

14

Tears, edges & garment finishing

Create static tears, holes and borders, adjust local bending or inflation, and add UVs or seven procedural materials. Drive a high-resolution surface with a low-resolution simulation.

15

Dynamic tearing & fracture control

Cloth separates under load during simulation. Control the fracture threshold, allowed edges or fragment patterns, pins, grabs, collisions and caching. This is an experimental Blender 5.2 XPBD mode; v0.7 adds self-collision through a dedicated bake.

Is the motion already predefined?

You are not limited to choosing finished animations. Blender calculates the shape frame by frame from your mesh, cloth properties, pins, forces and collisions. Animate the grab positions or forces to design the motion.

INSIDE BLENDER

Real controls,
right inside Blender.

Captured in Blender with Cloth Lab v0.5
using the included example scenes. The UI is in Korean.
Click an image to view it at full size.

Turn selected body regions into garment pieces.

Select faces or paint a mask on the fitting model to extract a piece. Set its distance from the body and visible thickness, then add cloth physics.

Actual Cloth Lab patterns and extraction controls with an example mesh in Blender; Korean UIEnlarge ↗

Region extraction example · body offset 0.003 m · visible thickness 0.001 m. These are editable demonstration scenes, not finished garment animation bakes.

NEW IN v0.7 / SELF COLLISION

Help folded cloth
stay apart.

Self-collision is now available for dynamic tearing.
Adjust contact distance and friction,
then play back the baked result.

Panel 15 → Full bake with self-collision

Requires Blender 5.2 or newer. Cloth Lab applies contact corrections to positions and velocities between the built-in physics steps. This is an experimental bake workflow, not part of regular Space-bar preview. A separate result object is created when the bake finishes.

Blender Cloth Lab self-collision comparison, frame 1: OFF left, ON right
The same starting shape01 FRAME
Blender Cloth Lab self-collision comparison, frame 12: OFF left, ON right
As contact develops12 FRAME
Blender Cloth Lab self-collision comparison, frame 30: OFF left, ON right
Off / on comparison30 FRAME

Left: OFF. Right: ON. Each result is a single sheet pinned along its lower section. The starting shape and physics settings match; only self-collision differs. Results are placed side by side for comparison. We also checked intersections of the actual simulation surfaces, excluding display thickness.

Actual Cloth Lab v0.7 controls: 0.006 m cloth gap, 0.25 friction, 10 contact iterations, adaptive step limit 30, and the full self-collision bake button; Korean UI
Actual Blender controls. Set contact distance, friction and calculation quality at the top, then bake. Enlarge ↗

Contact distance

Use Cloth gap to set the separation between surfaces. The example uses 0.006 m, or about 6 mm. Avoid a value that is too large relative to the mesh spacing.

Contact friction

Increasing Cloth friction reduces sliding during contact. The example uses 0.25 and keeps the pinned vertices fixed.

Calculation detail

The example uses 10 contact iterations, 6 base steps and an adaptive step limit of 30. Faster motion requires more calculation.

Configure → Full bake with self-collision → Play → Ctrl+S. Press Esc to cancel a bake. Use Return to source cloth on the result to edit the original settings and bake again.

Saving and current scope

Includes vertex–triangle and edge–edge contact, friction, pins, contact after tearing and movement limits when faces intersect. Calculated meshes are stored frame by frame in the .blend file, so a completed result can play in the same Blender version without the add-on. This solver does not guarantee exact continuous collision detection. Extreme speeds or initially intersecting meshes may require higher quality or an adjusted starting shape. Calculation time and file size increase with mesh and frame count.

Blender 5.2.2 · side-by-side comparison, frames 1–30 · source and baked results included · playback, save and reopen verified

DYNAMIC TEARING / AVAILABLE SINCE v0.6

Pull the cloth.
Watch it tear.

Connections separate during simulation.
The cloth is not simply switching
between pre-cut shapes.

Panel 15 · Dynamic tearing · Blender 5.2+

Connects Blender’s built-in Cloth Dynamics / XPBD to Korean controls, region selection, grab controls and cache storage. This mode is experimental; v0.7 adds a self-collision bake. It is separate from the standard cloth settings in panels 1–9.

Cloth Lab dynamic tearing before the pull, frame 1
Before pulling 01 FRAME
Cloth Lab dynamic tearing as connections split, frame 36
Connections begin to split 36 FRAME
Cloth Lab motion continuing after the tear, frame 60
Motion continues after the tear 60 FRAME

A verification example calculated with one cloth mesh and a consistent set of settings. The source mesh is not cut into pieces or replaced frame by frame to produce the tear. We tested the separation of the 625-vertex starting mesh during calculation and the unbroken response at a higher threshold.

Where it can tear

Choose the whole cloth, selected edges or a fragment pattern. Selecting allowed edges in Edit Mode restricts tearing to those regions.

How much it resists

A higher fracture threshold increases resistance to tearing. The example uses 1.025; stretch and calculation quality also affect the result.

How to pull it

Select the vertices to pin and create grab controls. Keyframe their positions to set the direction and timing of the pull.

Select your cloth and start with Preserve original → Dynamic cloth copy. Use closed, watertight meshes as colliders. Because vertex counts can change, save this mode’s results through the dedicated bake in panel 15.

Frames 1–72 · 24 fps · simulation cache included in the .blend · save and reopen verified in Blender 5.2.2

FROM SETUP TO FINISH

New to cloth?
Start here.

Presets are starting points.
Match them to your scene scale and mesh,
then test short ranges and refine.

  1. 01 / SHAPE

    Create the cloth shape

    Make a grid or choose one of six patterns, or extract pieces from a body. Sew the required boundaries before simulating a garment.

    Creation tools · panels 10–11
  2. 02 / CONTROL

    Define the motion

    Set bending and stretch, and add collision to the product or body. Use pins, grabs and forces to direct the motion.

    Panels 1–6 · collider panel
  3. 03 / SIMULATE

    Simulate and inspect

    Play from the first frame and check for intersections or excessive stretch. When the result looks right, choose the range and bake the cache.

    Panel 9 · recalculate after settings change
  4. 04 / FINISH

    Finish folds and surfaces

    Refine wrinkles, brush work, thickness and materials. Connect a high-resolution surface or preserve the motion as shape keys.

    Panels 7–8 and 12–14
If the cloth looks like rubber

Check stretch, bending, mesh density, scene scale and pin spacing before changing the shader. Build large folds through physics and geometry, and add fine fibers through materials. Wrinkle enhancement and simulation are separate steps.

8 seconds · 1080 × 1920 · 24 fps · silent

MADE WITH CLOTH LAB / 01

Cobalt cloth,
shaped by force and light.

We created gathering and flowing motion, then used three camera views and side lighting to reveal the folds.

Made with the physics, grab, force and collision controls in Cloth Lab v0.4. The settings below describe this reel, separately from the garment tools added in v0.5.

Cloth size
1.08 × 1.28 m · 20,924 vertices
Physics
Tension 28 · compression 9 · shear 8
Bending 0.000012
Collision
Object and self-collision distance 0.0018 m
Collision quality 12
Motion
19 grab paths · 12 local wind fields
Turbulence 0.001 · size 0.16 · seed 19
Lighting & camera
Key 9 W · rim 10 W · fill 0.12 W · point 3 W
Three views: 68 / 85 / 68 mm

These values are specific to this scene. Copying them to a different scale, mesh or frame range will not reproduce the same result. The reel edits 78 calculated poses across three views.

Visual reference: Original Cinema 4D cloth breakdown ↗
A new scene created with Cloth Lab and Blender.

Physics settings used for the cobalt cloth reel; Korean annotation
01 · Physics Enlarge ↗
Collision settings used for the cobalt cloth reel; Korean annotation
02 · Collision Enlarge ↗
Force settings used for the cobalt cloth reel; Korean annotation
03 · Forces Enlarge ↗
Lighting and camera settings used for the cobalt cloth reel; Korean annotation
04 · Lighting & camera Enlarge ↗

INDEPENDENT IMPLEMENTATION

How does it compare
with Cloth Studio 2.0?

We independently built tools for the main
publicly demonstrated workflows. Similar purposes
do not mean identical algorithms, assets or results.

Public Simply Cloth Studio workflows and Cloth Lab’s implementation scope
WorkflowWhat Cloth Lab providesImplementation and distinctions
Cloth physics & motionFabric presets, collisions, pins, grabs, forces and cacheBlender’s standard solver with our own control tools
Patterns, extraction & sewingOutlines, body-region extraction, A/B boundaries and automatic closureOur own fitting model and six starter patterns
Fold analysis & wrinklesAngle-based weights, local subdivision and surface enhancementCurrent-frame analysis with an independent method
Sculpting & remeshingCloth and boundary brushes, multiresolution and topology cleanupUses Blender Essentials and QuadriFlow
FinishingTears, holes, borders, UVs, materials and high-resolution bindingStatic shape editing and procedural materials
Dynamic tearing · v0.6Tension-driven tearing, thresholds, allowed regions, grabs, collisions and cacheExperimental Blender 5.2 XPBD mode · v0.7 self-collision uses a dedicated bake
What we do not claim to reproduce
  • We have not installed the paid original to compare every button. We do not claim identical internal algorithms, preset values or final meshes.
  • The original’s roughly 200 garment assets, the separate Quad Remesher Pro and the full Simply Tear Pro feature set are not included.
  • Fold analysis reads the current frame and enhances its visible shape. Dynamic tearing is a separate experimental Blender 5.2 XPBD mode. v0.7 self-collision uses a dedicated bake, with no real-time preview or guarantee of exact continuous collision detection. Existing Wind/Turbulence objects are not automatically connected to this mode.
  • Fabric presets are working starting points, not physical models calibrated against measured fabrics.
  • Cloth Lab is an independent SLOHERO project, not an official Simply Cloth Studio product or an affiliated product.

Reference materials: Official public Simply Cloth Studio overview · Public garment-making demonstration · Feature scope in English ↓
Feature overview dated 2026-09-25 · Cloth Lab v0.7

OPEN THE TOOL. MAKE YOUR SCENE.

Download it free.
Make it your own.

The installer comes with editable examples.
Source code and documentation are also available.
Tested on Windows · Blender 4.5.14 / 5.2.2 LTS
Dynamic tearing requires Blender 5.2+

This page is available in English. The add-on UI, original screenshots and bundled documents are currently in Korean. English quick guides below explain the workflows and key controls. Other SLOHERO pages may open in Korean.

From installation to the controls

  1. In Blender, open Edit → Preferences → Add-ons → Install from Disk.
  2. Select Cloth_Lab_v0.7.zip without extracting it, then enable Cloth Lab.
  3. In the 3D Viewport, press N and open the Cloth Lab tab.
  4. Use Open garment workspace or panels 1–15. The add-on labels are in Korean; open panel 15 for dynamic tearing.

Restart Blender if old controls remain after an update. Garment and pattern examples are editable starting scenes. The tearing example includes a frames 1–72 simulation cache. Open dynamic tearing files in Blender 5.2. Other operating systems have not been separately tested.

GOOD TO KNOW

Before you start.

Do I need to buy or install Cloth Studio?

No. Cloth Lab is an independent add-on. Install the provided ZIP in Blender.

Do I need Substance 3D Painter for fabric textures?

No. Cloth Lab’s procedural fabric materials and Blender shaders can create the surface. Use separate texture painting when you need hand-painted details such as logos or stains.

Will one click reproduce the reference?

You need to set the mesh and scene scale, cloth properties, pin positions, forces and collision conditions. The tools assist the process; motion, camera and lighting still need to fit the scene.

Why does the motion stay the same after I change settings?

Check whether an old simulation cache is still active. Free or reset the bake in panel 9 and recalculate from the first frame. If you changed the source vertex layout after binding a high-resolution mesh, bind it again.

What examples are coming next?

Following the cobalt cloth reel, we plan to show pattern extraction, sewing, sculpted wrinkles, fold analysis and garment finishing, with real working views of the tools in use.

Open the original image in a new tab ↗