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View Full Version : BUILDING DEMOLITION tutorial ---TP---


Tomaya
05-02-2010, 02:41 PM
hi
A little tuto around my test , thinking particles , veeery easy

http://www.youtube.com/watch?v=XkTAEYTGFn0

http://img180.imageshack.us/img180/2927/tuto2dw.jpg (http://img180.imageshack.us/i/tuto2dw.jpg/)


http://www.youtube.com/watch?v=GY2crv4YQes

that's it !
Tom

PascalR
05-02-2010, 06:51 PM
Great stuff, thanks for sharing your techniques Tomaya :dance:

El Burritoh
05-03-2010, 01:00 AM
That's fantastic, Tomaya! Thank you! I've been learning Max particles and dynamics at work, in conjunction with Fume, but I have yet to work with Thinking Particles. Now I'm interested!

I'm curious about the fragmentation though. Is there any way to get something like a "voronoi" fragmentation or are you pretty much limited to the quads and tries that exist in the mesh?

Tomaya
05-03-2010, 08:47 AM
Sorry tim , i forgot this point ...fragments shapes , you can design your own fragments by using the edges only option and shape merge :

http://img20.imageshack.us/img20/6307/visileedges.jpg (http://img20.imageshack.us/i/visileedges.jpg/)


test done with shape merge -edges only :

http://www.youtube.com/watch?v=Ra5mKYrmxGI

Richardr
05-07-2010, 05:49 AM
Thanks a lot for sharing Thomas!!! :dance:

PascalR
05-07-2010, 10:50 AM
:sw:plugged:sw:

Tomaya
05-07-2010, 12:52 PM
Thanks guys ! i hope it will help ...:)

madmatt
05-08-2010, 10:16 AM
I thought that the first video was your reference, very realistic!!!

For the smoke on top of the building did you used FumeFx?

Bye

Tomaya
05-09-2010, 10:30 PM
yep madmatt , FumeFX . The " group as object " option is very helpfull in TP , with this option active ,the building fragments become an object "unique"
then it's very easy with fume , the entire building is an object emitter and a colider too , just increase the voxels resolution to the limit of your Ram and that's it , 2 hours of dynamic calculation for this one . Render , 1mn30 by frame.

El Burritoh
05-10-2010, 04:21 AM
[QUOTE=Tomaya;4917 just increase the voxels resolution to the limit of your Ram and that's it[/QUOTE]

Speaking of which, is there way to tell what this limit is without having to do a sim first?

Tomaya
05-10-2010, 08:58 AM
You'll find the limits here :


http://img14.imageshack.us/img14/8318/fumefxlimits.jpg (http://img14.imageshack.us/i/fumefxlimits.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

El Burritoh
05-10-2010, 03:58 PM
Aha! I never knew exactly what that meant. Thanks for that!

peewe69
05-19-2010, 02:45 PM
Hello, nice work in here,

I have one question, I'm trying to make a mesh for fragment with your method of shape merge -edges only.

But the problem that I have is the next, when I make compound shape merge, this is make only in one face not in the other, how I can make the broke in two faces? thanks.

I attached the image .. the broken are only in one face ..

Tomaya
05-19-2010, 03:25 PM
Because shape merge works only in 1D so do it on a plane first , you'll manage the thickness after ( shell , extrude , fragment with TP ....)

peewe69
05-19-2010, 04:02 PM
Ok, thanks ..

I think about this, but how you manage the broke meshes? You did it these for your building?

Thaks in advance ...