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

 

Pulldownit Update 3.7

MD_Banner3-7b

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

cg-awards-15-Vote

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!

UFO attacks “Puerta de Alcalá” by Roberto Martin

dont worry Madrileños, Puerta de Alcala is still there:), Roberto kindly explains how he did this shot using Pulldownit plugin and Maya fluids.

Why did you decide to make an UFO attacking in Madrid?

Some time ago I did a previous test with Pulldownit and Maya fluids, just to try this plugin, to my surprise it wasn’t difficult to make my model blow apart very nicely, that encouraged me to make a complete shot in a more realistic way in my spare time. I currently live in Madrid, so I decided to make an UFO attacking the “Puerta de Alcala” because it is an emblematic monument in this city, like blockbuster movies in which UFOS always destroy monuments.

How did you model the “Puerta de Alcalá”?

I built a new model of the “Puerta de Alcala” trying to make it as realistic as possible, for this I went to the place for several weekends and I took lots of pictures of the monument, I used a front picture of the building as an image plane to build the overall proportions of the structure, from there I started adding details little by little. I modeled the main structure as a single shape, but for statues and other ornaments I did them apart not to complicate the base model too much and besides, it allows me to handle shapes independently if needed , always making sure there weren’t holes in the models or duplicated edges as Pulldownit needs this to shatter objects correctly.

How did you model the environment, buildings and trees?

I took several pictures of the environment, specially the trees, I found out the exact type of tree in this area of Madrid and luckily find a similar model on the web, I had just to apply a photo shader for the trunks and replace the leaves for the correct ones. I modeled by myself other elements like the bus stop, the cigarette kiosk and the landmark with the city map because I wanted to approach the real environment as much as posible.

How did you model and animate the UF0?

Modelling the UFO wasn’t difficult but involved quite a lot of time because I wanted it to be different to any other UFO seen in films or games , in order to animate the rotations of the different rings, first I did was a little hierarchy of groups and then wrote an expression with randomness in the 3 axis to avoid too regular rotations of the rings.

How did you shatter the building?

It was very easy, just selecting the shapes and let Pulldownit shatter them, only I had to shatter the main building and the ornaments in different stages to get the look I wanted for each kind of shape. I did several shatter tests before getting the look I wanted so I had also to clean the scene for unused geometry before moving to dynamics.How did you simulate the destruction of the building with Pulldownit?

I created fracture bodies for every group of fragments and started simulating everything together but the result was too chaotic, there were thousands pieces in motion which make difficult to handle them and drive the simulation so I decided to remove everything but the main structure to focus in the way it explodes and adding the destruction of the ornaments in a second stage. I used a volume axis field to make the main building exploding inside out. Once I was happy with its dynamics I cached it and start making the statues exploding aswell, as before I assigned a volume axis for each statue and animating the volume I make them exploding actually one second before the main building breaks apart, because I wanted the statues destruction being like the prelude of the big explosion.

How did you add smoke trails to flying fragments?

I did the smoke trails using Maya fluids, to emit from the internal faces only first I did was separating those faces from the rest, that wasn’t difficult as PDi applies a different material to these faces. Then I combined all those internal faces in one single shape, thanks to history the animation was preservedJ, after that I was able to emit particles from this single shape in the usual Maya way, and making a goal of value 1.0 to these particles, they remained stuck on the faces, by limiting the emission of particles to match the number of vertices of the shape I got one particle per vertex. After that I created a fluid container and set the particles to be the emitters of fluid; in this way I was able to add an expression to drive fluid emission based on particles velocity, sadly this expression prevented from cache the particles but the method was good enough to get it done.

How did you render smoke trails?

I used Maya software to render the fluids, it get along very well with fluids, for example it respects the fluid volume perfectly. I had to apply a surface black shader to every object in scene for not seeing them in the alpha channel and compose fluids render with the rest later in After Effects.

How did you added green lightnings from the UFO and image distortion?

I did green lightnings using a tool of After Effects, you have just to set the source of the ray and the target position, aside other parameters like its color. You have to animate the ray by hand , but once done, simply by cloning it and modifying the source and target you can get as many rays as you want in a blink. I applied also an effect of distortion when the building explodes to get the feeling of an expansive wave. For doing it I used a mix of 2 alpha masks with a distortion filter.

Conclusions about the most relevant matters of the shot

I think one important thing when destroying large models is the feeling of scale, so a monument doesn’t look like a kid’s toy when falling and breaking. Pulldownit makes very easy to change gravity and masses to get the correct feeling of scale. This plugin is very stable and easy to use, each new version improves in workflow and features that’s great, it is perfectly integrated with the Maya workflow, specially for particles and fluids. I like also the fast computation of fracture so you can make little changes and see the result quickly in the viewport.

thank you Roberto, looking forward to your next shot

https://vimeo.com/user5582471