HurricaneTutorial 03

Cloth Tearing Simulation in Blender with Water

Tear a cloth exactly where you want while water falls on it: Cloth preset, Surface Collision, a painted Split mask, Weld constraints that break, and a mass balance between cloth and liquid.

12 steps9 min

In this tutorial we build a cloth that holds a ball of water, stretches under its weight and then tears along a line we paint ourselves, letting the liquid pour through the opening.

You will combine two emitters in the same solver (a cloth and a liquid), make them collide correctly, control the tear with a vertex-painted mask and Weld constraints, and finish by generating a clean cloth surface.

Step by step

  1. Step 1

    Start from the Cloth preset

    Add a plane, subdivide it about 45 times and apply the Cloth preset. To work more comfortably, hide the floor: go to Colliders and click the eye icon of HurricaneFloor.

  2. Step 2

    Pin the four corners

    Disable the Geometry Nodes icon in the Emitters List so you can see the vertices clearly. Then go to Particles → Pin, select the four corner vertices and click Per Vertex: those points stay anchored while the rest of the cloth moves.

  3. Step 3

    Add the water

    In Add Emitter choose Sphere Volume. Make the sphere a little smaller, apply the scale and move it close to the plane. Set it to emit from frame 1 to 7 and lower the Resolution to 0.035: a lower value generates more particles. If you play it now, the water goes straight through the cloth — we fix that next.

  4. Step 4

    Make cloth and liquid collide

    When you mix different emitter types you have to set up their collisions. In Simulation → Deformable Surface enable:

    • Surface Collision: builds a virtual collision mesh over the cloth so the particles detect its surface and collide with it.
    • Surface Self Collision: when the cloth tears, the tension can make it fold violently over itself; this keeps it colliding with itself and behaving realistically.
  5. Step 5

    Calm the particles down

    Some particles still go out of control: in Simulation Settings raise Substeps Max from 5 to 7. They also bounce too much on the floor: in Colliders, raise the floor's Damping to 0.99. With this, the base simulation works.

    Damping 0.9 vs 0.99

    The video compares both values side by side: at 0.99 the liquid settles on the floor instead of bouncing and scattering.

  6. Step 6

    Paint where the cloth will tear

    Temporarily disable the water to work only with the cloth. Instead of a random Voronoi pattern we want a fully controlled tear, so we paint it: in Object Data Properties → Color Attributes create a new attribute named split, switch to Vertex Paint (the mask starts black) and paint white where the tear should happen.

    What the Tools section is for

    In Particles → Emitter → Tools you can generate masks over the geometry to control different areas of an emitter: different viscosities in parts of a fluid, or different behaviours in parts of a cloth.

  7. Step 7

    Turn the paint into a cut: Mix Attributes + Split

    In Tools, add Mix Attributes, change its mode from Multiply to Add and set Attribute 1 to split. Use the tool's eye icon to preview the mask. Then add a Split tool and, in its Attribute field, type the output of the mix: mix_attributes. The Split now knows which area to separate.

    Leave the preview before simulating

    Click the tool's eye icon again to exit the visualization mode; otherwise you cannot continue with the simulation.

  8. Step 8

    Glue the cut back with a Weld constraint

    With the split alone the cloth tears immediately — not what we want yet. Add a new constraint and choose the Weld type: it acts like a seam, so the two separated parts stay joined until the constraint breaks.

  9. Step 9

    Open the cloth with the pin empties

    Give the water time to land and the cloth time to settle before opening it. Go to frame 85 and keyframe the pin empties; at frame 180, scale them on the Y axis to pull the two sides apart and add another keyframe. The cloth now opens progressively.

  10. Step 10

    Let the seam break

    In the Weld constraint, set Breaking Type to Relative Distance and Max Elongation Ratio to 3. (Absolute Distance and Relative Radius will be covered in a later tutorial.)

    Save often

    Save the file every time you make an important change to the simulation.

  11. Step 11

    Balance the masses of cloth and water

    With the water back on, the cloth tears too early. You could raise Max Elongation Ratio, but too high and the cloth will barely tear at all. A better balance comes from mass: in Main Settings, give the plane a Mass of 4 and the sphere particles a Mass of 0.7. The cloth now holds the water long enough and still tears when the pins pull it open.

  12. Step 12

    Generate the cloth surface

    In Surface → Surface Generation, generate the cloth surface of the plane; the tear in the geometry is reflected in the mesh. Enable Merge By Distance to clean it up, set Smooth Edges to 2 and add one subdivision level (Subdiv = 1).

You now have a cloth that tears exactly where you painted it while interacting with the liquid. Upcoming tutorials will go deeper into these tools and other ways to control this kind of simulation.