At Thinikinetic we are concerned by the invasion in Ukraine, and want to express our affection for all Ukranian people these terrible days.
Recently we have known our friends of Hum3D, a well-known site offering quality 3D models, counts with several employees living in Ukraine, actually its main office was in Járkov (the city that is bombing regularly since 2 weeks ago) and they had to evacuate all employees to other cities and safe places, surprisingly they continue working as normal as possible among the havok.
Hum3D has launched a campaign to help all his employees from Ukraine and their families, at Thinkinetic we have already contributed to it and want to spread the word with our community , you can join its Ukraine Aid Campaign here:
Pulldownit 5 for 3ds Max brings new destruction features and important updates in performance and usability.
Fractures solver computes around 2 times faster and gets more debris in impact areas without the need of further adjustment.
A new ability to shatter along part of a curve lets user refine cracks as many as needed in a visual way, surface cracks can be bounded to create easily nice stress effects and reversing a crack involves just one click, all of this making the creation and adjustment of surface cracks easier than ever.
Jagginess, the ability to add roughness to cut faces, receives also an important update, by default jagginess now only applies to broken areas in simulation, getting lighter meshes for rendering or when exporting it to game engines.
There are several other performance and usabilityimprovements you can review below and you can check the whole list of fixes in the Pulldownit version logs page:
Licensed users can access already Pulldownit 5 from his account and there is a demo version for 3ds Max 2022 in the Thinkinetic web site.
Shatter New Features
New Extent parameter for Shatter it tool, this new parameter allows to shrink the shatter region in a visual way, making very easy to increase the density of fragments in any area of the model.
New ability to exclude part of the curve in Shatter it, simply by dragging the mouse you can select the extent of the curve to be used for shattering, as many times as needed, therefore one single curve is enough for all reshattering operations.
Jagginess applies to broken fragments only, by default Jaggines now only applies to the areas which has been broken in simulation, getting lighter meshes for rendering or exporting it to game engines.
Dynamics New Features
PDI Fracture Solver 2x faster, scenes involving hundreds or thousands of fragments in dynamics now computes around 2 times faster with the same stability than previous version
Improved quality of Fracture solver, cracks are now more realistic, pulling out small fragments in borders of fracturing areas without the need of further adjustment.
New bounded behaviour for crackers, user can now control the distance detached fragments can move, from making them stick on the surface to let them free and falling.
New ability to reverse Cracker direction, reverse a dynamic crack is now as easy as click on the panel button.
Create fracture body 2x faster, fracture bodies made of thousands fragments now needs only a few seconds to be created by PDI solver.
Create and modify fracture clusters is an almost instant operation.
Improved visualization in Stresses View, when in Stresses View all fragments are now displayed in solid colour, regardless of its material.
Stresses view “break at frame” clusters are now displayed in green color, in this way user can quickly identify clusters set to break at frame( green) from the rest.
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:
Thinkinetic is proud sponsor of this year “A Day in the City” challenge by Evermotion.
We invite our participants to take a look at the city and all it offers for inhabitants and tourists. Restaurants, amusement parks, wonderful buildings, busy streets, shopping malls – city is living and evolving all the time. This We believe that this theme will be versatile enough to bring many great arch-viz works to life.
You can summit your work until 16th of January, 2019
Pulldownit Pro license is one of the valuable prizes and there are plenty of them, those interested can check rules and prizes here:8
The major additions to 3d Max 2019 are support and editing tools for OSL shaders, a new procedural wood material and booleans operation fro splines similar to those for 3D shapes, this may look like not enough to justify a major version but the new policy of Autodesk is to include new features regularly in software updates, they dit it in Max 2018 with paramount additions like Max fluids , VR support, new spline tools and important Arnold render updates, so there will be probably interesting features to come in futher updates of Max 2019.
Booleans operation for splines is an useful addition as it is faster and safer to modify a spline with booleans and then extrude it than applying booleans directly to 3d shapes which many times fails to do it correctly.
The new procedural wood material is nice, has quite a lot of controls to adjust the wooden look, like colour, roughness, number of wood rings and shape of the ribbon stripes, but I miss controls to add grime and scratches, just my suggestion for future updates, currently you can get a nice polished wooden look but not an old spoil wood material.
OSL shaders are also worth to check, they are well integrated in the Slate materials editor and the possibilities to create procedural shaders are endless.
Important to mention OSL shaders and procedural wood material are supported by Arnold render and also by Pulldownit plugin so you can shatter objects with these procedural shaders applied perfectly.
Changsoo Eun, 3d artist, has written an interesting overview of OSL shaders in 3d Max 2019 you can read here,
In this excellent tutorial Esteban Cuesta shows us how to destroy a pile of tubes using Pulldownit in Maya and then export it to Unreal Engine 4, but not only this, he also teaches us how to trigger the destruction in UE4 when a bullet hits the model during the game. Exporting broken models and dynamics to UE4 works with either Pro version and free version of Pulldownit, just follow the tutorial to learn how to add quality destruction effects into your game.
These are the breaking letters demos Esteban Cuesta made as a final example of his tutorials on shattering text with Pulldownit plugin, you can find this tutorial a couple of articles below. Esteban Cuesta kindly explains some details about the making steps.
I wanted to make a video as a final demostration of my breaking letters tutorials with Pulldownit 3.7, I designed demo #1 as a classic letters intro, quick and lively, the motion of each word is animated until it touch the word below, then I activate the fracture bodies so pieces of letters start to crumble and fall, I used a Wind field to stress the debris falling effect. The final destruction was as easy as animating the word “Pulldownit” so it pass through the whole text and set it is a kinematic rigid body but I switched to “Convex hull” Bounding Volume to speed up the testing, the dynamics looked good anyway so I used it for the final shot too.
Doing the first shot wasn’t difficult at all and pretty funny, this encouraged me to make a longer one. This time a decided to add a plate showing the different shatter styles of Pulldownit with letters, all styles except “Wood splinters” as I think this style doesn’t make sense for letters.
All sets are done in the same way, using the 3D Max text tool to generate each word and making the endings fit each other simply by adjusting text size and kerning, and then collapsing all the words in a single poly object. At this point I applied the intended shatter style and create a fracture body for all pieces. For the Radial style plate I used an animated sphere to trigger the destruction, I simply hid it when rendering the scene, for the Path style I used the great crackers objects of Pulldownit as triggers, the rest of plates uses a Wind field to trigger the destruction, animating its Strength in order to get a increasing amount of falling debris.
Rendering was done using Mental ray in 3D Max, applying a high reflectance material to the letters and a less polished glossy material with the same colour to the inner faces after breaking.
Pulldownit worked very well , I haven’t any issue aside tweaking the parameters to get the dynamic behavior I wanted, It was very intuitive and fast computing using it.