War Reign Cinematics by Lee Soo In

Lee Soo In, FX artist at  Penxel, has uploaded several great cinematics and breakdown for the game War Reign using extensively Pulldownit plugin for destruction effects.

Lee Soo some words about his experience with Pulldownit plugin:

I’ve been using a lot of fragments tools. Among all the advantages of the PDI plugin,
the credibility of the results is very high and during the simulations access to objects is very easy.

Since we’ve done a lot of work with PDI, we’ve been able to do it very
conveniently.

“Bake simulation” is a good feature. Because I can change the timing and
speed freely , many times It is convenient to perform detailed tasks with keyframe modifications.

below another great War Reign cinematics with some PDi destruction effects, and lots of smoke using Fume FX and Krakatoa,

Thank you for showing those great  videos  and your testimonial Lee.

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car crash in the garage by Andres de Mingo

Andres de Mingo  the author of this powerful shot,  kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.

 

Impact with the stacked boxes

 

Mi idea was to break all the boxes violently when impacting with the car but leaving the pallet below it sliding fast forward as  a whole,   I believe pulling it forward the camera  makes the sequence more impressive for the viewer. For setting the scene with PDi first thing was to define the shape of the fragments the boxes will break in,  no doubt, PDI wood shatter style was the natural choice,  however applying it to the box as  a whole the fragments on the top and bottom parts shattered  in round fragments , the reason was the wood pattern was aligned with the sides planks, to solve the issue I detached top and bottom parts as different objects so I could apply the wood pattern aligned with them correctly. I shattered each box in around 150 shards doing it in this way.

I set the pallet as a dynamic object and the car as a kinematic one but with convex hull shape to speed up collisions. I created a fracture body for each box, setting activation as first hit, hardness 100 units and clusterize 0. Besides the floor and ceil and several pillars was set as static objects so fragments doesn’t pass through them. I hadn’t to do any further change and PDi computed dynamics blazing fast for the  near 800 objects involved  at once.

Collision with the pillars

Shattering the pillars required   a little more care, I wanted them to stand but generating small fragments on the impact area with the car,  I wanted also small debris falling apart in the corners of the pillars with the ceil.  For the first one, which breaks in the background I simply combined two local shatter patters, one for the impact area and another one for shattering the top part of the object. For the other column which breaks  rather close to the camera I used  the new vertex color shatter which allowed me to make the areas of breaking more irregular and also generate easily random cracks over its surface when the car hits it.

I created a fracture body for each column, setting this time activation as breaks upon impact as I wanted the main part of the pillars  to stand,  as before the car was set as a kinematic object and the floor and ceil as static ones.  However in my  first attempt some big fragments broke off when impacting the car and I wanted them to stand, using PDI advanced fractures to set all big fragments as static objects fixed the issue, finally I did several test with different hardness values until achieving the desired  look for destruction.

Damaging the car

The car itself should deform when colliding with the pillars and its bodywork get damaged with scratches and dust because of the impact, to deform the car I used a morpth modifier in 3D max, setting 3 states for the mesh with different levels of deformation.  The bodywork material is animated , by one side its glossiness cuts down progressively because of the dust adhered to it and for adding the scratches I used a composite material and animated  the opacity of each component shaders to  show the scratches after collision.

Hitting the ground

When the car finally fall head down , there appears several fragments rolling over the ground, they are supposed to be debris from the ground and also small parts of the car itself. In place of shattering the ground and separating parts of the car I did a little trick, I created a thin box object over the ground textured like it and placed just where the car fall, a kind of step, I  shattered it in 200 fragments using uniform style, after that I changed the texture of some shards to be the same of the wind screen.  Then by setting a fracture body for this thin step when the car hitted it, the fragments rolled over the ground as I wanted.  I had just to hide this fake object until the car fall head down to get the effect done.

Adding smoke and dust

Smoke was generated using Particle Flow in 3d Max and applying a smoke material for the particles, as not being a volumetric smoke like the one generated by a fluids plugin its behavior is limited and even poor in foreground. So I set its gain very low in Fusion to hide the defects as much as possible but still being able to see the smoke in the scenery.

Dust was added by rendering a very blurred pass of the fragments in motion and adjusting its levels in Fusion, in this way you get a pretty dusty look of the fragments.

thank you Andres, very nice work!

 

 

Dragon Flight towards the Castle by Andres de Mingo

Andres de Mingo give some insights into the making of  this nice video, specially he explain how  the castle was destroyed using Pulldownit plugin in 3d Max.

Modeling the Environment

For modeling the terrain I started with a high tessellated plane, in order to create hills and valleys I used the soft selection tool to raise different areas, finally applying a noise modifier to get a rough look on the surface. The Lake is done with another large plane with an animated displacement, and of course a water-like blend material for rendering it translucent.  I populated the terrain with some trees,  I used a little MCG scheme to place the trees in groups and changing ramdomly its size and  number of branches so they didn’t look the same, MCG is a great tool for scattering objects ramdomly over a terrain.

Modeling the Dragon

Strictly speaking I modeled a Wyvern, this is a kind of Dragon without arms,  it was modeled in several stages. First I did was  a raw low poly version of it using just edit poly and turbo smooth in 3D Max, once I was happy with the result, unwrapped it and sent it to ZBrush for modeling the HiRes shape, I did it in two separate layers, one for the dragon body and another for the independent parts:  claws, horns, teeth and thorns. I added also surface details to the body like wrinkles and scales, finally I applied a projection mapping to texture the model. I reduced the poly count of the model by passing some of the detail to a displacement map and send it back to 3d Max where I added a SSS shader to get a translucent look on the wings,  finally I  built a basic rig with bones so I could animate it later.

Animating the Dragon

First I had to drive the overall trajectory of the dragon towards the castle, for this I used a dummy and linking the Dragon skeleton as child of it, then I did the dummy to approach the castle in a smooth way, from side to side, like the flight of a seagull. In order to refine the motion, I edited the dummy trajectory in Motion>Trajectories>Sub-Object>Keys, in this way I was able to handle it as a spline, displacing the keys in a smooth way. For beating the wings and leaning its body I did a classic “Pose to pose” animation while it was approaching the castle, finally to get a cloth-like feeling of the wings I added a Flex modifier in the rear part of them.

Impact with the Stone

The stones thrown from the catapult are modeled as simple spheres with turbosmooth and a noise modifier to add roughness.  The stones were animated so two of them almost collide with the dragon body, and the last one impact its head.

Making the third stone breaking when colliding with the dragon was very easy using Pulldownit, Esteban Cuesta shows it in this great video tutorial,

When playing the simulation the stone got broken perfectly when colliding with  the dragon, finally I just added some jagginess to the fragments to improve the look of the flying fragments.

Destroying the Castle

The castle model was purchased on Internet, it looked very nice but when shattering the tower with Pulldownit, I got strange artifacts on the arcs, checking the model I found that it had several open edges, adding a cap holes modifier fixed the issues but made it completely solid and I wanted the tower to be holed inside, so I had to edit the mesh and adding a cylindrical wall on the inside, then applying a cap holes I got the holed solid shape  that I wanted. I created a fracture body for the tower and set the dragon as kinematic with animated mesh to collide with it, in place of including the rest of the castle as static in dynamics I made some boxes and cylinders around it to act as barriers in dynamics to save computation time.

I destroyed also the roof of the tower below and the front porch, I did it in second step after baking keys for the fragments of the tower, I hadn’t any trouble to shatter those parts. For the few fragments falling into the pit in front of the Castle, I added a simple ripple effect to create some waves on the water  when the fragments touched the water plane.

This project was pretty complex for just one person, lots of modeling and animating the dragon took time aswell, but I enjoyed doing it, and Pulldownit plugin made the destruction work easy and funny.

Chang Metamorphosis by Artem Paramonov

Artem Paramonov show us this great breakdown he made for a Chang beer commercial, Pulldownit was used for shattering the bottle,  Artem kindly explain several technical details below.

 

My name is Artem Paramonov, I’m senior 3D creative. This project was done for Iris Sydney, we’ve got a brief from the client to create a stunning animation of a bottle being shattered. The most difficult part of it was of course the simulation itself, and this is where PulldownIt did what it does best – simplified everything.

The tricky part was to make shattering simulation controllable, to start in specific areas and follow up with a general explosion. We also wanted to do it in a bullet time manner to make it look a bit more dramatic. So we, basically, had 2 waves of explosion – first to break apart everything and second to blow all pieces off the screen.

compo1

It was really great being able to define how bottle will be shattered, where the big chunks will form and where we will get the small pieces. Now, slowing down the existing animation and then speeding it up could be generally quite tricky, so once I was happy with simulation results I baked everything into a keyframes and after that into a geometry cache – this gave me a flexibility to re-time it the way I wanted to. Shockwave effects were created later on in After Effects with a standard effect called CC Ripple Pulse. After rendering primary simulation I also rendered a still 2k image, to use different pieces for 2D particles and “dust”. Finally assembling everything in After Effects.

compo2b

Overall experience with Pulldownit is just so sleek – that I was even a bit overwhelmed when I got my results that fast. I could play with it for weeks – it is very enjoyable to use it. It is stable, predictable and it just Works!

Breaking Letters Demos by Esteban Cuesta

These are the  breaking letters demos Esteban Cuesta made  as a final example of his tutorials on shattering text with Pulldownit plugin, you can find this tutorial a couple of articles below. Esteban Cuesta kindly explains some details about the making steps.

 

 

I wanted to make a video as a final demostration of my breaking letters tutorials with Pulldownit 3.7, I designed demo #1 as a classic letters intro, quick and lively, the motion of each word is animated until it touch the word below, then I activate the fracture bodies so pieces of letters start to crumble and fall, I used a Wind field to stress the debris falling effect. The final destruction was as easy as animating the word “Pulldownit” so it pass through the whole text and set it is a kinematic rigid body but I switched to “Convex hull” Bounding Volume to speed up the testing, the dynamics looked good anyway so I used it for the final shot too.

Doing the first shot wasn’t difficult at all and pretty funny, this encouraged me to make a longer one. This time a decided to add a plate showing the different shatter styles of Pulldownit with letters, all styles except “Wood splinters” as I think this style doesn’t make sense for letters.

 

All sets are done in the same way, using the 3D Max text tool to generate each word and making the endings fit each other simply by adjusting text size and kerning, and then collapsing all the words in a single poly object. At this point I applied the intended shatter style and create a fracture body for all pieces. For the Radial style plate I used an animated sphere to trigger the destruction, I simply hid it when rendering the scene, for the Path style I used the great crackers objects of Pulldownit as triggers, the rest of plates uses a Wind field to trigger the destruction, animating its Strength in order to get a increasing amount of falling debris.

Rendering was done using Mental ray in 3D Max, applying a high reflectance material to the letters and a less polished glossy material with the same colour to the inner faces after breaking.

Pulldownit worked very well , I haven’t any issue aside tweaking the parameters to get the dynamic behavior I wanted, It was very intuitive and fast computing using it.

Quake at St.Lawrence Church By Luis Tejeda

Luis Tejeda has posted a new video showing a cinematic action shot where a church tower collapses during an earthquake. The scene is a recreation of the real environment and setting of the San Lorenzo Church in Cordoba, Spain. Pulldownit 3.5 was used for all destruction effects.

See breakdown in the project page,

http://www.luistejedastudio.com/news

The Midas Effect by Niels Bosch

                                                                                                                                               Niels Bosch kindly explain us the main features of this endearing story made for his final project at Utrecht School of Arts, Pulldownit plugin was used extensively for all the scenery destruction effects.

The main goal for the look of the film was to make a believable feel of the clay material, everything had to look hand sculpted. In order to achieve that goal we turned to Zbrush for the sculpting part. For the clay structure we mostly used the standard brushes within Zbrush. These basic tools gave us such great freedom to make everything look as if it was hand sculpted.

The simulations were all done with Pulldownit. We wanted to create a “cute” explosion, it had to feel tiny, like it all happened inside of a cardboard box. In order to do this we didn’t use any dynamic fields to make the pieces fly apart, instead we gave every piece a slight angular acceleration to give it a springy effect. We used particles to simulate smaller pieces, the emitter was connected to the inner material of the shattered pieces. These particles were driven by several expressions which influenced its motion parameters like angular velocity, to give them a dynamic feel.

What I liked most about Pulldownit was the straight-forward usability, everything
from shattering the object to baking the simulation was very clear and easy to use.
The dynamics properties were easy and fast compared to other dynamic engines, and
the different bounding volumes came in very handy while doing larger simulations.

The main render engine we used was V-ray. The three of us had worked with V-ray on several projects so it was our first choice. The shading of the clay world was just a simple V-ray shader, nothing too fancy because the clay look was achieved by sculpting and then applying the displacement maps on the low poly mesh. We knew the render times would be substantial because we used a lot of displacement maps. So in order to lower the render times we decided to use no reflection on our clay shader and we used the world position pass and the normal pass to do some relighting in Nuke in order to fake the reflection.

The shading of the character was a bit more advanced. It contains the clay shader but on top of that the facial expressions and the gold parts were done with displacement maps and animated masks which connect to the controls of set driven keys. The disadvantage for using displacement maps for facial expressions is that the animator cannot see his actions in the viewport, so animating would be a pretty clumsy and very time consuming task.

To avoid this we came up with a solution to use the switch material within V-ray. This allowed us to make a preview material for the animator to see his actions, and switch between different clay/gold shaders for final rendering all connected with set driven keys to the face GUI.

About the authors:

Niels Bosh

https://vimeo.com/nielsbosch

Jonathan Krijgsman

https://vimeo.com/jonathankrijgsman

Almar Sloot

https://vimeo.com/almarsloot