Hum3D CAR Render Challenge 2018

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Time for the Annual Car Render challenge by Hum3D ,

you have to create a car 3d model, put it into 3D environment and make a beautiful render. There are no limits for your creative ideas..

You can summit your work until December the 4th, 2018.

Pulldownit Pro license is one of the valuable prizes and there are plenty of them, those interested can check rules and prizes here:

Visit Challenge Home Page

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God Of War game using Pulldownit

Ruben Morales, Lead FX Artist at Sony Santa Monica,  has posted  an awesome reel showing his work at God Of War game using extensively Pulldownit plugin for destruction effects in Autodesk Maya.

Ruben kindly explain his experience with Pulldownit plugin during the production:

“When looking for good plugins to use for God of War  in 2013 I had heard of
pulldownit as a tool some places were using for destruction. And from the start it
felt so user friendly with its options. And instantly chose this as the tool to add
for the destruction pipeline. On the latest God of War (2018) we used it heavily for
simulations and shattering of some objects. With larger scale breaks we still hand
cut the geo but would take that new mesh that needs to go away and shatter it. then
run any number of simulations needed with Pulldownit.

 I even tell my students to look up pulldownit, if they want to try destruction work. it’s very easy to learn and allows me the control I need.  Highly recommend it for anyone wanting to dabble with destruction.”

Ruben morales
Lead destruction artist
Sony Santa Monica
website: Morales3d.com

thank you very much  for your testimonial and showing those amazing videos Ruben.

Pulldownit 20% OFF during this summer

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Thinkinetic is offering Pulldownit 4, the latest version of its destruction plugin with a 20% discount  during this summer.

discount code : summer18

just input the code before selecting your product in the Thinkinetic online shop to get your discount applied, by licensing the plugin you will get fixes and updates during one year.

This code is valid until 31st August for either 3ds Max or Maya plugins, single or floating licenses.

Pulldownit 4 was released recently with several new features you can review here,

See new features Pulldownit 4 for Maya

See new features Pulldownit 4 for 3ds Max

3dArtist reviews Pulldownit 4 for Maya

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3d Artist Issue 120 includes a 2 pages review of Pulldownit 4 for Maya by Paul Champion, For testing the plugin Paul has done diferent fracture tests with a  final verdict of 4/5 stars, that means  “Essential” tool for 3dArtist magazine.

“A stride forwards in creating more realistic simulations in less time”

Paul Champion

You can read the whole review in the magazine.

3dArtist Issue 120 website

 

Pulldownit 4 for 3ds Max released!

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Pulldownit 4 for 3ds max has been released and comes with several new powerful features you can see in action in the technical reel below.

The whole plugin has been updated and tuned for better performance and usability, fracture solver is around 30% faster and we have took our time to fix a few stability issues of previous verison, all of this makes this new release more responsive and with faster iterations.

Pulldownit plugin is fully integrated in 3ds Max and destruction scenes can be exported to other platforms using 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 for 3ds Max.

Shatter New Features

New Adquire Shatter style, new style to transfer a current shatter pattern and animation to another object, by using it you can apply the same destruction effect to a version of the model with different shaders applied or to a hi-poly version of the same model.

Shatter based in volume shape, now you can use any polygonal shape to constraint the shatter effect to its contour, this is especially useful when shattering based on an impact object.

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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.

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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.

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 and if the bodies are linked to an animated object they adquire the velocity of its parent.

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Reset keeps selected, you can now bake keys only for selected fractures and rigid 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.

Animatable Fracture Parameters, new fBodyAnim modifier allows to animate fracture hardness, friction and bounciness values during simulation.

Cluster break energy is now independent of body mass/scale, we have removed break energy dependency on mass and scale making more intuitive exploding fragments at desired frame.

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

 

 

 

 

The Virtual Assist interviews Carlos Pegar

iceTempleThe Virtual Assist has published an extensive interview with Carlos Pegar,
Product Manager of Pulldownit plugin, in the interview Carlos gives more insights into new features of Pulldownit 4 and best worflows using it:

“We have learned users likes fast iterations and responsiveness when working in dynamics, so we will continue improving the tool in this sense, and of course adding more cool features to make 3D models crack, crumble and break apart, More the destruction, more the fun!”

you can read the full interview here :

Read TheVirtualAssist interview with Carlos Pegar