Pulldownit 4 for Maya has been released and comes with several new powerful features you can see explained in the video.
But this release is not only about new features, the whole plugin has been updated and tuned for better performance and usability, there is now one single window gathering all fracture tools and one single window for all rigid bodies stuff, alleviating the burden of many open windows in previous version, new seams view in Shatterit mode and improved performance of fragments selection in advanced fractures, besides fracture solver is around 30% faster and much less memory is needed to cache simulations, and many other little things you surely will notice when using the tool, all of this makes this new release more responsive and with faster iterations when working in Maya.
Below listed the most relevant highlights in Pulldownit 4.
Shatter New Features
New Adquire Shatter style, new style to transfer a current shatter pattern to another object including animation keys, by using it you can apply the current shatter effect to a version of the model with different shaders applied or to a hi-poly version of the same model.
New Shatter option for using a volume shape as source, now you can use any polygonal shape to constraint the shatter effect to its volume, this is especially useful when shattering based on an impact object.
Jagginess( v2.0) independent of tessellation. New Jaggy method is independent of the original mesh tessellation, getting much lighter jaggy fragments when the object is hi-poly, and removing the artifacts caused in borders of high tessellated models
New soften edges UI parameter for Jagginess. New parameter to adjust soften of jaggy edges to get the amount of roughness desired in inner faces. In addition new soften method removes visible seems on inner borders from previous method.
New option to apply jaggines to broken fragments only, using this option for non-moving fragments you can apply jagginess only to the areas which has been broken in simulation, getting much lighter meshes for rendering or real time games.
Dynamics New Features
Speed up Fractures solver 30%, PDI dynamic solver has been very fast since its first version, in this latest release you will experiment faster iterations when working in dynamics.
50% less memory needed for caching simulations. PDI cache is now 50% lighter in CPU memory , that makes massive cached simulations running faster in viewport.
New ability to pull apart pieces of an animated object at desired frame, besides activating rigid bodies at first hit you can now set the frame when they become active, this works also for rigid bodies linked to an animated one.
Added a bake selected option, you can now bake keys only for selected fracture bodies, letting the rest to continue being driven by simulation, baked fractures can still interact with other objects by setting the animated fragments as kinematic bodies.
Improved performance of fragments selection in advanced fractures, selection of individual fragments in viewport is more responsive, especially when Stresses View is enabled.
Cluster break energy is now independent of body mass/scale, break energy dependence on body mass made cumbersome to understand its behaviour as the same threshold will trigger a blast or not depending on the size of the object, because of this we have removed this dependency and the threshold you set will be valid forever independently of mass or scale.
First hit bodies which eventually doesn’t move are excluded from caching and baking, fracture bodies set as “break upon impact” only caches its broken or moving parts and fragments set as static aren’t cached at all , making in this way the size of PDI files smaller specially when you are collapsing only parts of large structures such as buildings.