Chop the Queen by Andres de Mingo

 

Andres de Mingo   the author of this nice shot,  kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.

My aim in this shot was to do an exaggerated representation of a  chess game “capture the queen” movement.  The model had to perform exactly 3 loops on scene, before breaking completely on the edge of the chessboard, these kinds of constraints happens many times in production projects.

Animating the Queen

AnimatingQueen

I animated the queen in advance, doing exactly 3 loops,  in this way  the model should maintain  the original motion while fracturing, luckily I was able to do all of this using the Pulldownit plugin in 3ds Max.

To make things easier I used a simple shape wrapping the queen model,  after simulating its motion  I had just to parent the queen to my proxy shape to make it acquire its motion.

I set also the chessboard as a static PDi body so the pieces can collide with it, as expected the tower only pushed away the queen when hitting it,  to get the piece looping in the air I played with initial velocity and initial spin of the queen model alone until getting it looping nicely 3 times, then I had simply to set the activation frame for the queen just when being reached by the tower to start its motion at exact the impact moment.

Fracturing the queen

shatteringQueen

I wanted to damage the queen locally several times before being broken completely,  for this I started applying  a rude Uniform PDI shatter of around 100 shards over the model, then I reshattered the corner area near the tower in around 200 shards using local style,  and finally I reshattered the top part of the queen in around 150 more shards in order to get smaller debris when this part hits the ground.

the ability to  to increase fracture energy above the solver computed value was very useful to strength  impacts according to artistic aims

fracturingQueen

Once the shattering was defined I created a PDI fracture body for the queen model, setting it as Static and Only Breaks to force preserving the original trajectory while fracturing it,  by playing the simulation the queen broke apart nicely in the impact with the tower, however it didn’t break completely when reaching the border of the board,  after setting Activation at frame and Clusterize value to 20 units in the PDI fracture options I got it breaking nicely outside the board.

fracturingQueenClusters

To exaggerate the strength of fracturing I created 2 small cluster of fragments in the areas I wanted to break apart and set its break energy to a value around 10 units, I set those clusters to break at a specific frame aswell. Finally I added some roughness to the fragments with the amazing edge jaggines feature of Pulldownit.

Pulldownit counts with many nice features but adding jagginess to fragments is probably my favorite one

Conclusions

final

This shot was simple in its concept but very demanding regarding dynamics control,  I needed the queen model to fracture at specific moments but maintaining always the  original trajectory and motion of the object and I must say Pulldownit did it perfectly. Besides the ability to  to increase fracture energy above the solver computed value was very useful to strength  impacts according to artistic aims, and still getting a  natural motion which would have been very difficult to achieve by other means, I believe.

Icebreaker Avalanche by Andres de Mingo

Andres de Mingo   the author of this nice shot,  kindly explains us how he did the destruction effects using Pulldownit plugin in 3d Max.

It has been a stimulating experience working in this project, using Pulldownit in 3ds Max was easy and fun,  PDI get along very well with Particle Flow to add more debris.

Shattering the ice floor

iceCrack_top

The ice is shattered in several stages, first I drew  a large spline crossing the ice in the middle and use Path-based shatter creating around 400 small shards,  then I applied a Uniform shatter on the whole ground to make all fragments rounded, 80 shards was enough for this. Finally I needed the area around the boat to have more fragments as they will break off in dynamics for this I put a thin box over the ground covering the area I wanted to reshatter and use it as a Shatterit Volume Shape with around 250 additional shards.

iceCrack_front

For the area behind the boat I simply deleted the shards in the middle manually,  for the rest I created a fracture body with Hardness 20 and Clusterize 0, I wanted the ice to break only in the boat area so I set it as Only break and Local Propagation also I set the hull of the boat as a kinematic body to can collide with the ice. When playing the scene the boat was colliding with the ice but several fragments interpenetrated the hull because they weren’t pushed away with enough strength. To fix the problem I created a Pdi Cracker object following the path just in front of the boat and running at its same pace, then I tweaked the Cracker impulse direction until getting the fragments pushed up and colliding with the hull afterwards nicely.

Making the cliffs avalanche

cliffsClusters

I wanted the cliffs behind the boat to start crumbling at some moment, for this I shattered three nearby peaks in around 125 shards each one using Local shatter, then I created a single fracture far all of them and set it as Static-Only Break and reduce it hardness to 10 units to make it overall very brittle. In order to trigger the destruction I created a cluster from the farthest peak adding some break energy and setting it  to start breaking at frame 90, after the boat has started to shatter the ice in front, I made the same with the second peak but this time making it starting to break  one second later and so on, in this way I got the feeling of the shockwave propagating across the cliff. That worked pretty well but some big fragments of the basis start to break off as well in a weird way, to fix the issue I set all fragments of the basis as static to prevent them moving at all.

Adding  more debris

pFlowDebri

I used Particle Flow in 3ds Max to add more debris to the cliffs destruction, that wasn’t difficult. I set a Position Object operator to use the PDI fragments as source for particles then I set a Spawn operator to emit more particles per frame. Finally I set a Shape Instance with a PDI fragment as source to instantiate the particles as geometry. Only trouble was some particles accelerated too much , I remove those weird particles by adding a Speed Test branching to a delete pFlow operators.

Adding  a falling snow effect

FumeFxViewport

The Cliff destruction already looked good but  I needed to add falling snow, I reused the same pFlow particles I have created before to emit smoke with FumeFx.  I didn’t want a dense avalanche of snow because this would hide the falling rocks behind, I just needed a soft covering of snow around the detached fragments.

Preventing the smoke to raise was the main trouble, I set a low temperature value, negative buoyancy (-5) and high dissipation values, finally I got a better look by setting Velocity Difusion to 50 units. The result I got isn’t perfect at all but I hope it gets the feeling of  snow around.

Finally I composed the snow pass in Fusion, adding some blur and adjusting the levels with the alpha gain.

final

Conclusions

It has been a stimulating experience working in this project, using Pulldownit in 3ds Max was easy and fun,  PDI get along very well with Particle Flow to add more debris, generating snow  was the most difficult part, Fume is great for smoke generation but honestly getting a falling snow behavior isn’t easy, next time I would like to try a more specific tool to simulate sand -like effects in addition to Fume.

 

Ancient Hall destruction by Esteban Cuesta

 

Esteban Cuesta  the author of this powerful shot,  kindly explains us how he made it in 3ds Max using Pulldownit for destruction.

I did this shot inspired by the destruction of Red Keep cellars in final Seven Kingdoms season, seeing all those big ceiling’s fragments falling to the ground surrounding the lovers more and more until finally got them buried and dead.

That was a dramatic end which impressed me and decided to try a similar destruction effect using PDI in 3ds Max.

Fixing the Model for shattering

3dmodel

Im not a modeller at all so I searched the web to find some kind of indoor model of an ancient building I could use, finally I found this nice model of the Gloucester Cathedral by ddFantast, maybe familiar to you because several scenes of Harry Potter movies where actually filmed inside this corridor. The model looked perfect for my project with all those impressive arcs and its rich decorated ceiling.

The model was very complete, with shaders and lights already set, however it happens many times models for visualization have issues when it comes to shatter them,  in my case all the  moldings in the ceiling and arcs where made as independent objects and came with many open edges and defects like that not noticeable because got hidden in the overlapping area with the arcs  but  preventing from shattering them correctly.

I managed to fix the moldings of the ceil by applying cap holes modifier to them but sadly it didn’t work for the arcs, applying cap holes I got several visible artifacts on them, luckily I found a way by baking all the moldings as a normal map, PDI support this feature and the arcs  looked nice and still detailed with the normal maps in place of geometric moldings.

Fracturing the Model

Cathedral-element

The Cathedral model is built in a smart way, actually it is made of a single element like a chamber duplicated several times and concatenated so  you get the whole corridor.

I wanted to create the destruction in 2 stages, the first one shattering the windows and small fragments of ceilling detaching and falling, second stage is big chunks falling and breaking heavily when hiiting the ground. The corridor was very long so my idea was I could destroy a single element in this way then apply the resulting fragments and its motion to the rest of the chambers but offsetting the animation in time , so I finally got  a chain destruction effect.

destructionElementPasses

I destroyed the single element in 2 different passes, first was by using a Path Based shatter combined with an Uniform shatter of the ceiling, the first pass made of small fragments falling was driven by a PDI Cracker and for the second pass I created a big hidden sphere which impact the ceiling from the top making the big fragments detaching at the moment  I wanted. For shattering the windows I used a PDI Local shatter and triggered the outbreak with an animated PBomb of 3d s Max. I set every other object of the chamber as a PDI static body and bake the whole simulation as animation keys with Pulldownit.

Putting all together

concatenatedPasses

At this point I had the single chamber fully destroyed, to duplicate the effect in the rest of the corridor I used the PDI Acquire shatter option, this is  a nice feature which allows to apply the same shatter effect and animation keys to another instance of the same object. I did it several times until getting five consecutive chambers destroyed, to offset the animation in time I selected all animation keys for each chamber and shift them using the slider in 3ds Max. Finally to break regularity of the concatenated chambers, I simply remove all animation keys for some fragments preventing them to fall,  but selecting  the blocked fragments diferent in each one of the consecutive chamber.

It was a pleasant experience working with Pulldownit and 3ds max in this shot,  I could navigate the viewports with ease despite the amount of geometry involved  and the plugin behaved very stable for shattering and dynamics

Additional effects and Render

I added a few hundreds of very small debris emitting them from the  fragments of the first destruction pass,  for this I used Particle Flow with Position Object and Shape Instance operands, and I put an HD picture of a forest as an environment map for Vray, aside this I didn’t add any other effect to the scene,  I rendered the shot with VRay Next,  It took around 7 min per frame in a RTX 2070 card.

last

There are several  additional effects you can add in compo to a shot like this: depth of field , motion blur, etc..depending on what you want to strength of the scene, but I just added a camera shake  with Fusion, strengthen shaking when big fragments collide with the ground to increase the feeling of weight.