Hum3D Car render challenge 2020 winners announced!, congratulations to all of them. As sponsor of the competition Thinkinetic is proud to award with a Pulldownit Pro license to the winners among other amazing prizes.
take a look to best images and interviews with winners in the official announcement:
Merry Christmas and best whishes from the Thinkinetic team, in this awful year we want to thank you specially to all users who have purchased or renewed their Pulldownit licenses, at Thinkinetic we continue working every day and indeed we finish 2020 with a strong set of improvements in performance and usability to Pulldownit 4.x either for 3ds Max or Maya, thats not all, we are preparing a new version of the software to be released in next months, with new features and enhancements we expect will be useful for your productions, take a look to this blog form time to time,next version of Pulldownit will be announced and featured hear.
thank you for trusting our tools in this dificult year, stay safe and have a merry christmas and a plenty of joy New Year!
Thinkinetic is proud sponsor of this year “My own 2020” challenge by Evermotion.
“Year 2020 is a breaktrough on a global scale. The consequences of events around us will be felt for decades to come. We invite you to make an art using 3d techniques (still image or animation) that will be your personal interpretation of this year and its local, national or global consequences. It can be small, personal image or a grand scale epic visualization – you choose..“
You can summit your work until 20th December, 2020
Pulldownit Pro license is one of the valuable prizes and there are plenty of them, those interested can check rules and prizes here:
Pedro Ivan de Frias the author of this stunning shot, kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.
This shot was a challenging project because of the amount of different elements fracturing and by other side, due to the close proximity of the camera to the walls, shards had to be generated less polygonal to look real in close-up cracks and detachments . My approach was to work it out in several stages, one for each wall being destroyed, then adding more elements in simulation when I was happy with the overall look and timing of the previous stage.
Cracking the walls
For cracking the front and side walls I followed the same procedure, first drawing a spline over the surface going from the bottom to the rooftop, this is very easy thanks to the great freehand splines in 3ds Max, then using PDI Path Based shatter to create shards along the spline, at first I created 250 shards, however fragments near the camera looked still too big so I did a second pass adding 200 more shards with a lower width value to generate smaller fragments along the path, finally I added a PDI Uniform shatter of the whole wall to remove any too large or too narrow fragment over the surface. I follow by creating a PDI Fracture body for each wall, setting it as static, “only break” and clusterize set to 0 in PDI fracture options.
After creating a PDI cracker object following the spline trajectory and adjusted it size to be very small, when playing the simulation the wall started to crack nicely along the spline but I had to set also local propagation in PDI fracture options to prevent fragments detaching in advance.
The simulation looked good but almost all fragments along the path got detached and falling to the ground, I preferred the broken fragments to protrude over the surface without falling, but any of the PDI fracture options seemed to perform this behavior, I solved it by adding a thin box aligned to the wall but with a small gap between them, by setting it as a PDI static body I got the fragments standing after detaching, I had just to hide the thin box to get a nice protruding crack over the wall.
Exploding the wall on the left
The wall on the left crumble in a different way than the others, It explodes and crack as a whole, not just along a defined path, to achieve the effect this time I used a 3ds max wind field to trigger the destruction. First I draw a spline crossing the wall widely from left to right and making several twist in its way to the roof; then I shattered the wall using PDI path based style in around 250 shards along the spline and adding 250 more shards, setting a smallest width value, but only in the part of the wall nearest to the camera.
I followed by creating a PDI fracture body for the wall, and set it as only breaks and clusterize set to 0 in the PDI fracture parameters, I also checked affected by force fields box, I animated wind strength going from 0 to a maximum 100 units in frame 30, then decaying again until vanishing at frame 50. When running the simulation, I’ve got an appealing destruction of the whole wall, with smaller fragments being pushed out farther than bigger ones. However, I wanted most of the wall to not move at all, for achieving this I set all large chunks as static in PDI advanced fractures getting the nice exploding effect.
Adding more elements in simulation
At this point I had all my walls being destroyed nicely but I wanted to add more elements to make the scene more massive and impressive . I added two giant debris falling from the ceiling beyond the camera, that looked definitively good. The models were taken from a nice debris package by Everlite, I used PDI to simulate the motion of these huge pieces as rigid bodies, simply adding a random initial spin for them and gravity did the rest. Once of the chunks collides with the pipes in the ground floor so included the pipes in simulation using local shatter and setting a PDI fracture body for them, again I set the parts I didn’t want to move as static in PDI advanced fractures. Finally, I shattered some windows of the facade, for achieving this nice effect I applied a radial shatter pattern to the windows but didn’t compute dynamics for it, simply animated visibility to make the shards appearing at the exact moment.
All these new elements were added after all walls destruction was already baked, so no way to affect or modify it, however added fragments could still collide with baked geometry, that’s a very nice feature of Pulldownit when you want to add more elements to a simulation already baked.
Once all the destruction was done, I made a preview of the simulation to check dynamics and timing, I cropped keys for some fragments on the left wall to make them stick on the surface while still seeing the cracks. I had the feeling timing was a little slow , so I did all destruction a 20% faster using 3ds Max re-scale time feature which works great.
I replaced the PDI cut material for a more realistic Vray material and added PDI Jagginess to all fragments except those of the pipes as they are seeing far away, I strengthen PDI Jagginess for the fragments close to the camera which looked still too flat. Definitively close-up fragments looked much realistic after adding quite a few of roughness to them and PDI does it almost automatically and very fast, that another amazing feature of this plugin.
Finally I added a camera shake effect strengthen it when the left wall explodes and making it vanishing slowly until the end.
Dust was added in a second pass using Fume Fx and I used Particle Flow in 3ds Max to guide the emission of smoke, in the left wall I set the same spline I have used to crack the surface as emitter of particles, in the other wall I emitted particles directly from the detaching fragments.
I decided to emit lot of dust from the left wall because it was kind of exploding and a soft amount of dust in the right wall to not populate the scene with too much smoke and can still see the fragments detaching and falling. I didn’t add any dust to the crack on the front wall for the same reason.
To make the particles exploding along with the fragments I simply set a pFlow speed operator with a large value and adjusted a gravity force to make particles falling quickly.
The main issue to get dust looking good was setting Fume Fx Spacing value very low, because the camera was very close to the smoke, indeed it was located inside the fluid container itself. Aside this I was testing with all Fume dissipation parameters until getting the dust behaviour I wanted for the scene. Regarding rendering I had to reduce light multiplier in FumeFx render tab to make the illumination of the smoke less brighten. I finally composed dust in Fusion adjusting Alpha gain and Burn parameters.
This scene involved quite a lot of elements being destroyed, I must say Pulldownit behaved fast and stable at all moment and the ability to can add more elements in simulation in different stages was very helpful to can focus in the destruction of one wall at a time.
I liked specially generating cracks along paths is very easy using this plugin, and you have fine control over the strength of the shockwaves but having more options to control the timing of the cracks propagation will be useful.
PDI Jagginess is a great feature to generate more realistic fragments adding the amount of roughness you like specially in close-up views.
Thinkinetic sponsors Seventh annual Hum3D competition for the best Car render, Pulldownit Pro license is one of the valuable prizes and there are plenty of them! those interested can check rules and prizes here:
Andres de Mingo the author of this nice shot, kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.
My aim in this shot was to do an exaggerated representation of a chess game “capture the queen” movement. The model had to perform exactly 3 loops on scene, before breaking completely on the edge of the chessboard, these kinds of constraints happens many times in production projects.
Animating the Queen
I animated the queen in advance, doing exactly 3 loops, in this way the model should maintain the original motion while fracturing, luckily I was able to do all of this using the Pulldownit plugin in 3ds Max.
To make things easier I used a simple shape wrapping the queen model, after simulating its motion I had just to parent the queen to my proxy shape to make it acquire its motion.
I set also the chessboard as a static PDi body so the pieces can collide with it, as expected the tower only pushed away the queen when hitting it, to get the piece looping in the air I played with initial velocity and initial spin of the queen model alone until getting it looping nicely 3 times, then I had simply to set the activation frame for the queen just when being reached by the tower to start its motion at exact the impact moment.
Fracturing the queen
I wanted to damage the queen locally several times before being broken completely, for this I started applying a rude Uniform PDI shatter of around 100 shards over the model, then I reshattered the corner area near the tower in around 200 shards using local style, and finally I reshattered the top part of the queen in around 150 more shards in order to get smaller debris when this part hits the ground.
the ability to to increase fracture energy above the solver computed value was very useful to strength impacts according to artistic aims
Once the shattering was defined I created a PDI fracture body for the queen model, setting it as Static and Only Breaks to force preserving the original trajectory while fracturing it, by playing the simulation the queen broke apart nicely in the impact with the tower, however it didn’t break completely when reaching the border of the board, after setting Activation at frame and Clusterize value to 20 units in the PDI fracture options I got it breaking nicely outside the board.
To exaggerate the strength of fracturing I created 2 small cluster of fragments in the areas I wanted to break apart and set its break energy to a value around 10 units, I set those clusters to break at a specific frame aswell. Finally I added some roughness to the fragments with the amazing edge jaggines feature of Pulldownit.
Pulldownit counts with many nice features but adding jagginess to fragments is probably my favorite one
This shot was simple in its concept but very demanding regarding dynamics control, I needed the queen model to fracture at specific moments but maintaining always the original trajectory and motion of the object and I must say Pulldownit did it perfectly. Besides the ability to to increase fracture energy above the solver computed value was very useful to strength impacts according to artistic aims, and still getting a natural motion which would have been very difficult to achieve by other means, I believe.
Hum3D “Space Rover” challenge 2020 winners announced!, congratulations to all of them.
As sponsor of the competition Thinkinetic is proud to award with a Pulldownit Pro license to the winners among other amazing prizes.
Indeed there are wonderful works this year, take a look to best images and interviews with winners in the official announcement:
From July 1st , 2020 all Pulldownit licenses will turn to annual with an important reduction in cost. Thinkinetic will stop selling perpertual licenses of Pulldownit plugin for Autodesk 3ds Max and Maya after that date.
Purchasers of perpetual licenses before 1st July will have normal access to fixes and updates during its maintenance period, after license support expires they can continue using the current installed software but they won’t get further updates of the software until purchasing a new annual license.
Purchasers of annual licenses will equally have access to fixes and updates during one year, after license expires they would have to purchase new annual licenses to continue using the software.
We think moving to annual license scheme makes it easier for everybody, as costumer you don’t have to worry about when your software maintenance expires to renew your license early and get the best discount; with annual licenses you will get always the same cost regardless whether you renew your license yearly or after 2 years or more.
Pulldownit plugin is, after 10 years of development, a mature piece of software, stable, reliable and responsive in what it does; our commitment at Thinkinetic is to continue developing new useful features for shatter and destruction effects, and improving plugin tools and performance to the maximum specially regarding incoming processors. In fact we are already working on exciting new features for next major release of the software.
At Thinkinetic we work everyday so our users get always the best experience when using Pulldownit plugin in their VFX projects.
This new update of the tool has its focus on improving user experience in 3ds Max, especially when working with animated objects in dynamics or when making small changes to scenes already computed.
For this we introduce a revamped method to fracture animated objects, this new method gets smoother transitions when the object start to fracture. Also Secondary Cracks policy is now applied per fragment, getting main block or animated parts to remain unbroken while smaller fragments split again automatically. Now is very easy to reshatter any single fragment, so you can make small changes to the current simulation seamlessly when working on destruction projects.
Shatter it tool is overall 2x faster, that means creating hundred of shards almost instant, and Path-based shatter has been re tuned for smoother generation of shatter points specially when using 3ds Max freehand splines. Regarding jagginess on cut faces, tessellation of jaggy polygons is now more regular getting rid of several artifacts appearing on borders.
Last but not the least quite a few annoying bugs of previous version has been fixed.
License scheme for 3ds Max plugin changes to Annual with a base price of 240 euros as launching offer.
Below listed the most relevant highlights in Pulldownit 4.8 for 3ds Max
Shatter New Features
Shatter it tool 2x faster, this increase up to 8x faster for combined meshes, models made of different parts combined together are shattered now much faster. Also shatter preview is up to 3 times faster for hi-poly meshes.
New ability to reshatter single fragments of baked fracture bodies to any extend, reshatter baked fragments is now an easy action and can be repeated to any extend, besides new shards created will acquire motion of the original fragment in dynamics.
Path-based shatterre tuned, generation of shatter points along curves is now smoother specially when using 3ds Max freehand splines.
Improved quality of jaggy tessellation, tessellation of jaggy polygons is now more regular getting rid of several artifacts appearing on borders.
Dynamics New Features
Revamped transition animation-dynamics method for Fracture bodies, animated objects which breaks are now computed more accurately, getting smoother transitions and fine control over how and when the object start to fracture.
New Per Fragment Secondary Cracks policy, secondary cracks are now applied per fragment instead of for the whole object, differentiating in this way the bulk of the object from detached and animated parts and modulating the effect accordingly.
Selected Shatter group is now highlighted before confirming “Undo All Shatter”, this new behaviour gives instant feedback of which fragments are selected before undoing them.
Andres de Mingo, author of this realistic shot, kindly explains us how he did the dynamics effects using nCloth combined with Pulldownit plugin inside Maya.
This time I proposed myself to reproduce a believable crane accident all inside Maya, the final shot involves 3 different effects, simulating the crane cable in motion, the tearing of the ropes attaching the pipes and the final falling and breaking of the pallet , all along with sound efects to increase realism.
Animating the Crane Cable
The motion of the crane cable is very simple, but I wanted the cable to show some tension and curvature when moving because of this I decided to use nCloth for animating it. In addition the hook has to follow the motion of the cable but with its own independent swinging so I created a nCloth shape for it as well, however the hook model was a little complex, including a support with nuts and bolts, so I made a more simple shape to use it in simulation. Finally, the pallet and pipes has to follow also the animation of the cable and hook but again with its own relative motion, I included them in nCloth as a single simple shape wrapping the original objects.
In order to link the different parts together I created several Point to Surface nConstraints attaching the end vertexes of each object to the previous object in the chain. When computing, the crane transferred its motion to the nCloth cable and so on because of the links between them.
Tearing the Pallet Ropes
For tearing the ropes I made a simple trick, I removed some small polys of the original ropes model in the areas where I wanted them to tear and move away, then I made each separated part an independent node in Maya and create nCloth shapes for them. Finally I assigned nConstraints joining the ends of each piece of rope to make them moving together, this time I used Component to Component constraints to select carefully the attaching vertexes. I also set the pallet proxy object and the containers nearby as passive colliders in Nucleus so they can collide with the falling ropes. At this point I had only to make the constraints attaching the ropes to disable at the frame I wanted, I got it just by animating this parameter of the nCloth shapes. Everything worked nicely except the ropes were trembling too much when around the pallet, I increased its rigidity to remove the problem but this caused the ropes not bending after tearing and colliding with other objects so I had to animate also rigidity to reduce it a lot after separating the ropes in dynamics.
Simulating the Pipes
For simulating the pipes falling I used Pulldownit, contrary to nCloth this Maya plugin acquires automatically the velocity from animated objects without the need of any additional setup, besides the pallet breaks when colliding so PDI was perfect for the task.
At this point I had cached all nCloth simulations with Alembic, my original idea was to make the pipes child’s of the Alembic cable so they will acquire its velocity before falling, sadly it didn’t work; the reason seems to be PDI only acquire velocity from keyframed objects but Alembic nodes are made of vertexes animated. I solved the issue by creating a duplicated version of the pipes and making they follow the cable motion using a wrap deform in Maya, then I had to keyframe the original pipes group to match the motion of the wrapped version, I had to do this only for the last swing of the cable so it wasn’t difficult. Afterwards setting all pipes as PDI rigid bodies and making them activate at frame did the work.
I did the same trick for the pallet but this time creating a PDI fracture body and setting it to activate at the desired frame. Finally animating visibility for each version of the pallet, the wrapped and the simulated one, I got the complete smooth effect.
Render and sound effects
For rendering the scene I used Arnold in Maya with just an Skydome light, as being an outdoor scene Arnold was pretty fast and the render looks very realistic, I composed the final shot in Davinci Resolve and adding sound effects there, I must say doing it was fun and easy, Davinci is a great software specially its latest version.
It has been an interesting experience working in this project, specially I learned how to combine different solvers , nCloth and PDI, nCloth worked well, and the fact you can animate its parameters to get different cloth behaviour at different moments of the simulation helps a lot. PDI was easy to use and you can get different outcomes by tweaking parameters almost instantly. It would be great a more direct connection between both solvers to need less steps when combining them in the same effect.