Tips & Tricks: Mapping all cut faces at once

Pdi creates a default cut material in inner faces, this is very useful to apply displacement or bump to these faces only,  you have to replace  this material for the one you prefer and then for mapping it in all cut faces at once just do the following:

 

  • In Maya open HyperShade and right mouse click on the PDI Cut Material icon, then “select objects with material” in the box dialog, Create UVs->automatic mapping ussually get good results, but you can try any mapping method you like.

 

  • In 3dMax, after shattering select all fragments and  apply “edit mesh”  or “edit poly” modifier to them, then select the cut faces by ID and  apply whatever uvw mapping you like, ussually box mapping is nice.

just as easy :)

PDI Tips & Tricks: Clusterize parameter

Clusterize parameter in PDi  is  indeed it a very usefull parameter to make the collapse of structures easier. it is a percent parameter that controls in some way the capacity to generate secundary cracks, these cracks will  make hard structures breaking apart in clusters of diferent size depending on the clusterize parameter value. I have added a sample image.

 
clusterize

Tips& Tricks: Speed up slow motion clips

Usually slow motion clips are more visually appealing, the problem is they take much longer to compute and bake, to say, if you want your clip to display 10 times slower, you should compute and bake 300 fps.

For dynamics scenes there is a trick which allows to “emulate” slow motion at the normal rate of 30 fps, this is using reduced gravity, medium or a quarter of normal gravity, making this you get the objects and fragments fall slower and the result is close to real slow motion.

Tips & tricks: Choosing the right Bounding Volume

Many people still get confused about what Bvolume to use for their sims, Bvolume is a helper object which wrap the geometry and determine the way the original object detect collisions, this is the first thing you have to create for an object to be in simulation.

In most cases “Auto” Bvolume will work fine, but if you are looking for better performance you should use Convex hull and there are 3 special cases:

– Capsule, for improving performance on spherical or cilindrical shapes.
– Mesh( animated), for use exactlly the original shape of the object, specially when this shape is animated.
– None, the object is still computing dynamic motion but doesnt detect collisions.

BoundingVolumes