Pulldownit Update 3.8

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This update counts with a bunch of fixes and enhancements, making the plugin more reliable and quick in production environments, surely users will appreciate the fast Undo Last Shatter operation or the outstanding Jaggy feature now preserving UVs of the original faces, and other useful improvements you can read below.

But this update is specially about Wood Splinters Shatter, we have developed a new scheme for it so now you get allways long, thin fragments even when reshattering areas, adding to this a stable dynamics and the Jaggy feature to apply roughness in the inner faces, you can get quite natural wood destruction effects very fast. Here some demos and a great tutorial by Esteban Cuesta about it.

 

Video Tutorial: Destroying a wooden pier in 3D Max

 

Video Tutorial: Destroying a wooden pier in Maya

 

version 3.8 Enhancements:

  • Available for 3d Max 2017 and Maya 2017
  • New Wood Splinters Reshattering scheme
  • New “detect mesh groups” shatter option for shattering correctly combined meshes
  • Jagginess preserve UVs of original faces( single and multi uvs)PreserveUVs
  • Cut Material->new allows to update the material of current shatter group
  • original object is auto selected after Shatter it->Undo All
  • AutoSelect the fracture body in list corrersponding to current selected fragment
  • Improved performance drawing of fragments in 3d Max
  • Shatter Undo Last is now a fast operation
  • Support VP 2.0 Core profile mode in Maya( rest of modes were already supported)
  • Support Maya 2016 Parallel mode
  • PDI keys uses 30% less RAM in Maya getting the playback of massive rbd scenes faster.

Read the full list of fixes in the Pulldownit web site version logs

 

 

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Tips & Tricks: Setting Initial States for rigid bodies

When working with groups of objects many times you would like the objects appearing in scene scattered over the ground here and there or starting at random positions, this is done very easily wiht Pulldownit by setting initial states for rigid bodies. This is the procedure:

logsArrayV2

Lets say you start with a grid of objects you have created by cloning a single one using the duplicate tool of your 3D Platform.

Now you have to select all of them and create a dynamic rigid body for each object and then open the Dynamics properties window and set an initial velocity of (4,4,4) also set random values of (200,200,200), make the same for the initial angular velocities if you want random orientations aswell.

initialVelocityWindow

Now set your time range to about 10 frames  and play the simulation, you can also disable gravity if you prefer.

logsArrayRandomV2

Ok, perfect, at the last frame all the objects has modified  quite a few  its initial position and orientation, now we have just to set this configuration as the initial state for the rigid bodies, for doing this, you have to bake keys for the simulation if you havent done it yet and after that click on Delete All Pdi bodies in the Manage Pdi World Window.

Now select all objects and move the slider to the last frame of the simulation, follow by deleting all keys for the objects, and you are done.

From here you can start a new simulation to drop the objects and scatter them over the ground, for this just set a dynamic rigid body for each object as before, open Pdi Simulation Options and enable Use Grid as Ground , make sure gravity is enabled this time, now set the extend of the simulation to 200 frames or so and launch it.

logsScatteredV2

Nice, at frame 200 you get your objects stacked in a natural way, now you can set this configuration again as the intitial state of rigid bodies as we did before.