Evermotion Challenge 2017 Winners

compoWinners

Evermotion challenge 2017 “ The Perfect Getaway” has ended, as sponsor of the competition Thinkinetic is proud to gift a Pulldownit Pro license to the winners, congratulations to all of them.

Take a look to the winners works and best finalists in the official announcement:

https://evermotion.org/articles/show/10951/evermotion-challenge-2017-winners-announcement-

Export PDI dynamics from Maya to UE4

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.

 

thank you Esteban for the amazing tutorial

 

Breaking Letters Demos by Esteban Cuesta

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.

Pulldownit Update 3.7

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Our main focus in this update has been to increase plugin reliablity and improve to the maximum several already outstanding features. All reported bugs so far have been fixed, working with hi-poly meshes for shatter and dynamics is faster and several options for fracturing has been adjusted following users experience, thanks to all that contribute to continuously improve Pulldownit plugin.

Besides Shatterit tool has been enhanced to break holed shapes like 3D letters correctly, watch shattering  letters intro and video tutorials by Esteban Cuesta

Shattering Letters 3D Max Video Tutorial

Shattering Letters Maya Video Tutorial

 

v 3.7 Enhancements:

  • Perfect shattering of holed concave shapes like 3D letters
  • 20% speed up shatter for hi-poly meshes
  • Improved behavior of fracture bodies option “Break Upon Impact” specially with force fields
  • “Force convex shapes” is now the default for fracture bodies creation, allowing very fast and stable fracture dynamics in most cases.

Fixes for 3ds Max plugin:

  • Fixed rigid body masses overrided after reseting scene
  • Fixed jagginess doesnt apply to fragments with multi uvs
  • Fixed shatter crash when non-convex faces are present
  • Fixed seed 0 doesnt generate diferent point cloud each time
  • Fixed Radial shatter generated aligned points on the borders
  • Fixed fragments slide weirdly on the grid plane
  • Fixed 3d Max crash when apply jagginess to concave faces
  • Fixed 3d Max crash sometimes after making scene->new and resetting simulation
  • Fixed 3d Max crash after shattering an object with modifiers applied sometimes
  • Fixed shatter preview point cloud weird displacement with excentric objects
  • Fixed Fracture bodies attach nearby fragments each other regardless threshold sometimes
  • Fixed Fracture bodies ignores breakable by frame clusters when fragments are sleeping

Fixes For Maya Plugin:

  • Fixed local shatter pivot doesnt fit to surface by default
  • Fixed missed normals for holed faces
  • Fixed seed 0 doesnt generate diferent point cloud each time
  • Fixed hidden scene layers are showed after loading a scene
  • Fixed shatter locator get selection lost when moving it in preview mode
  • Fixed Undo queue turned off after some plugins operations
  • Fixed Radial shatter generated aligned points on the borders
  • Fixed reshatter in preview mode fails when UI units diferent than cm
  • Fixed fragments slide weirdly on the grid plane
  • Fixed shatter preview point cloud weird displacement with excentric objects
  • Fixed Shatter Undo all delete ground grid when there arent Pdi bodies in scene
  • Fixed Fracture bodies attach nearby fragments each other regardless threshold sometimes
  • Fixed Fracture bodies ignores breakable by frame clusters when fragments are sleeping
  • Fixed Advanced fractures window doesnt clean-up after scene new

Quake at St.Lawrence Church By Luis Tejeda

Luis Tejeda has posted a new video showing a cinematic action shot where a church tower collapses during an earthquake. The scene is a recreation of the real environment and setting of the San Lorenzo Church in Cordoba, Spain. Pulldownit 3.5 was used for all destruction effects.

See breakdown in the project page,

http://www.luistejedastudio.com/news

The Midas Effect by Niels Bosch

                                                                                                                                               Niels Bosch kindly explain us the main features of this endearing story made for his final project at Utrecht School of Arts, Pulldownit plugin was used extensively for all the scenery destruction effects.

The main goal for the look of the film was to make a believable feel of the clay material, everything had to look hand sculpted. In order to achieve that goal we turned to Zbrush for the sculpting part. For the clay structure we mostly used the standard brushes within Zbrush. These basic tools gave us such great freedom to make everything look as if it was hand sculpted.

The simulations were all done with Pulldownit. We wanted to create a “cute” explosion, it had to feel tiny, like it all happened inside of a cardboard box. In order to do this we didn’t use any dynamic fields to make the pieces fly apart, instead we gave every piece a slight angular acceleration to give it a springy effect. We used particles to simulate smaller pieces, the emitter was connected to the inner material of the shattered pieces. These particles were driven by several expressions which influenced its motion parameters like angular velocity, to give them a dynamic feel.

What I liked most about Pulldownit was the straight-forward usability, everything
from shattering the object to baking the simulation was very clear and easy to use.
The dynamics properties were easy and fast compared to other dynamic engines, and
the different bounding volumes came in very handy while doing larger simulations.

The main render engine we used was V-ray. The three of us had worked with V-ray on several projects so it was our first choice. The shading of the clay world was just a simple V-ray shader, nothing too fancy because the clay look was achieved by sculpting and then applying the displacement maps on the low poly mesh. We knew the render times would be substantial because we used a lot of displacement maps. So in order to lower the render times we decided to use no reflection on our clay shader and we used the world position pass and the normal pass to do some relighting in Nuke in order to fake the reflection.

The shading of the character was a bit more advanced. It contains the clay shader but on top of that the facial expressions and the gold parts were done with displacement maps and animated masks which connect to the controls of set driven keys. The disadvantage for using displacement maps for facial expressions is that the animator cannot see his actions in the viewport, so animating would be a pretty clumsy and very time consuming task.

To avoid this we came up with a solution to use the switch material within V-ray. This allowed us to make a preview material for the animator to see his actions, and switch between different clay/gold shaders for final rendering all connected with set driven keys to the face GUI.

About the authors:

Niels Bosh

https://vimeo.com/nielsbosch

Jonathan Krijgsman

https://vimeo.com/jonathankrijgsman

Almar Sloot

https://vimeo.com/almarsloot

Pulldownit nominated for the CG Awards 2015

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Proud to say Pulldownit plugin has been nominated for the CG Awards 2015 in the “best plugin” category.

Each year the  CG awards by 3D World magazine, rewards the  finest art and best tools for animation and VFX.

https://thecgawards.com

You can participate with your vote to choose the winner of each category, If you like Pulldownit plugin, you can support it and vote for it here:

https://thecgawards.com/vote/plug-in/pulldownit-3/

good luck to all the nominees!