Pulldownit 4.5 for 3ds Max is finally here, this new update counts with useful inprovements for better usability and faster creation of fracture effects inside 3ds Max but specially we have improved the workflow for adding dust or emit particles from fragments when using other tools, once you have finished with geometry destruction using PDI; for this we have included an enhanced 3ds Max Alembic exporter which can combine all simulated objects as a single cached mesh for faster viewport playback and counts with other advantages over 3ds Max built-in exporter you can read bellow.
In this great tutorial Esteban Cuesta shows us several of these new features in action destroying a brickwall with a runaway car.
There are other important improvements for working in destruction effects some of them you can see in the video , animated meshes in dynamics are now updated much faster per frame and we have added a new event to switch cracks propagation mode at desired frame, so you can damage locally for some time then break geometry completely at specific frame.
Regarding usability, we have added a new tool for easier fragments selection when creating clusters, generation of different takes for standing models getting damaged is now an easy task with the improved behavior of “Static-Only Break” fracture option, and quite a few annoying bugs of previous version has been fixed.
Pulldownit plugin is fully integrated in 3ds Max and destruction scenes can be exported to other platforms uisng Fbx or Alembic formats, adding its range of features makes PDI a valuable resource when working in either VFX or Motion Graphics projects.
Below listed the most relevant highlights in Pulldownit 4.5 for 3ds Max.
Enhanced 3ds Max Alembic exporter, PDi Alembic exporter counts with several advantages over 3ds Max built-in exporter when working with many animated nodes or destruction scenes:
- Combine all selected objects as a single cached Alembic mesh
- Option to exclude non-animated objects in selection from being exported
- Option to skip Jaggy-faces from being exported to get a lighter cache file
- Option to auto load the cache file with original materials applied
- Option to hide/delete original objects
- Easy replacement of cache file with original keyframed nodes if needed
Hi-poly animated meshes 2x times faster update in dynamics, animated or deforming meshes such as character`s skin are now updated very fast during simulation providing a smoother experience when including them as kinematic objects in destruction scenes.
New “Increase Selection” option for easier clusters creation, create clusters of fragments of similar size is much easier now using this new tool to select neighbouring fragments in the same area just with one click.
“Only Breaks” fracture option captures larger cracks and detachments, this useful feature forces the model to stand while being impacted, its behaviour has been improved so now it can generate larger cracks and detachments when they doesn’t jeopardize the overall structure, this effect is more noticeable when using it in conjunction with Clusterize level.
Added ability to change propagation scheme at frame, user can now damage an object only locally for some time then change to continuous propagation at desired frame to create larger cracks.
Easily recompute rigid bodies with baked keys in dynamics, in order to recompute fragments with baked keys user has just to confirm it in a dialog box.
Manage PDI World Window is now modeless, allowing the user to interact in the viewport while this window is open, selecting rigid bodies to enable/disable or delete them.
New option to show/hide/select all disabled rigid bodies in scene, it is easy to lost track of disabled rigid bodies with this handy new option you can select all at once to enable or delete them or hide from the viewport all disabled rigid bodies with just one click