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
Esteban Cuesta has done a great tutorial about cracking ground and breaking obstacles with an animated object using latest version of Pulldownit in 3d Max and also in Maya
3d Max tutorial:
hope you like it
Esteban cuesta shows us how to make impressive facade destruction effects with Pulldownit plugin.
3D MAX Tutorial:
If you want to transfer a pdi scene with baked keys to a system without Pdi installed, click on Simulation Options tab->manage Pdi World->Delete All Pdi Bodies and after that on Delete All Pdi Entities to remove any dependence with the plugin.
If you want to transfer a pdi scene system without Pdi installed, first bake keys for the simulation in Bake Pdi simulation window( big key icon), after the keys are done click on Delete All Pdi Bodies and after that on Delete All Pdi Entities to remove any dependence with the plugin.
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.
By default motion keys values are interpolated, this can cause weird motion of objects in some situations, if dynamics looks correct when computing but weird after baking keys this is the case, to fix it select the flickering objects open the curve editor and set tangents->stepped, another way is applying an euler filter.
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.
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.