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!

 

 

VideoGame SuperStar Challenge by Hum3D

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Thinkinetic is proud sponsor of VideoGame SuperStar challenge by Hum3D.

Fan-art contest for the best 3D character from a video game. You can choose any remarkable hero you consider the most impressive.

You can summit your work until May 30, 2017.

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

Introducing Vertex Colors Shatter

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We are glad to introduce Vertex Color Shatter, this new feature allows users to shatter a 3d model based on a black & white vertex color map, as you can see in the demo videos below it is a very interactive tool and you get lot of control when generating small fragments over the surface of an object. Vertex Color Shatter is available in Pulldownit 3.8.6 for 3d Max and Maya, for users of Pro version only.

Video Tutorial: Vertex Color Shatter in 3D Max

Video Tutorial: Vertex Color Shatter in MAYA

As far as we are concern this feature is completely new in the VFX field, if you find it useful let us known your experience with vertex color shatter, we have done our best and we are willing to continue improving it according to users feedback.

This time we have prefered to make it available as an extension of current version 3.8 but as any update it counts with other enhancements and some annoying bugs fixed , you can read below the brief improvements list.

Version 3.8.6 Enhancements:

  • Shatter Support for Vertex Colors.
  • New Vertex Colors Shatter Style.
  • Modify Jaggy Strength is now a fast operation.
  • All Basic Fracture params are now saved after deleting a fracture body, in this way you can reshatter an object and all your fracture params are restored after creating the fracture body again.
  • New “Set All Values to Default” Basic Fractures Option: Useful new option when you want to reset all values to solver defaults without having to delete the Fracture body.

You can read list of bugs fixed in the Pulldownit versions log pages.

 

Pulldownit 20% OFF

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Merry Christmas and best wishes for next Year from the Thinkinetic team.

To celebrate the end of the year Thinkinetic is offering a 20% discount for all Pulldownit Pro licenses, either single or floating ones.

To get your discount applied just visit the Thinkinetic shop and input the code xmas2016 in the product box.

This special offer is valid until January 15th 2017, dont miss it!

 

Evermotion Challenge 2016: The Secret Garden

challenge2016mediumThinkinetic is proud sponsor of this year “The Secret Garden” challenge by Evermotion.

Welcome to Evermotion Challenge 2016 – the annual arch-viz contest! This year we invite you to make a visualization with greenery. We will reward great ideas and creativity among technical quality of the image. “The Secret Garden” means something different for everyone, so we count on various approaches to this theme.

You can summit your work until 17th of January, 2017

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

http://www.evermotion.org/challenge/index/2016

 

CAR RENDER Challenge 2016 by Humster3D

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Thinkinetic is proud sponsor of annual “Car Render” challenge by Humster3D.

It is the largest awards event for the car 3d modeling and visualization industry. The winning entries will be published in magazines and get maximum attention from the community. The competition, held in partnership with leading companies and 3d software manufacturers.

There are no limits for creativity: you can choose any automobile you like whether it is racing or imaginary vehicle. Think out and create your car in any 3D software and create also a nice environment around it, finally render it as beautiful as you can using your prefered renderer.

You can summit your work until November 29, 2016.

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

https://hum3d.com/car-challenge-2016/

 

Pulldownit 3.8 for Maya 2017

Pulldownit , the destruction plugin,  is already available for Maya 2017,  you can review latest festures and demos of Pulldownit 3.8 here:

https://thinkinetic.wordpress.com/2016/06/14/pulldownit-update-3-8/

When Autodesk delayed the release of the new Maya in April, many users thought something special was coming and now after a few months indeed it is; Maya 2017 is an important landmark of this 3D application, not only because the outstanding Arnold render replaces Mental ray which has been the default of Maya for years, or the addition of MASH, a full motion graphics suite, which makes procedural modeling and animation easier than ever, but also because the number of enhancements in many areas of the application: several UI enhancements specially the new workspaces for different specialized tasks, useful character animation improvements like the new Time Editor or the Quick Rig tool or, in the field of fluids ,  the new Bifrost Ocean System to generate big volumes of water  while you can make it interact with floating objects locally and fast computing, and some other useful improvements you can read in the Autodesk official Maya site. All of this confirm the aim of Autodesk to continue pushing Maya as the first application for 3D artists in the Animation and VFX fields,  and this new Maya is a good milestone for it.

You can see some of the new features of Maya 2017 in this official video,