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


Tomaya
03-05-2010, 04:41 AM
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
03-05-2010, 08:51 AM
Great stuff, thanks for sharing your techniques Tomaya :dance:

El Burritoh
03-05-2010, 03:00 PM
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
03-05-2010, 10:47 PM
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
07-05-2010, 07:49 PM
Thanks a lot for sharing Thomas!!! :dance:

PascalR
08-05-2010, 12:50 AM
:sw:plugged:sw:

Tomaya
08-05-2010, 02:52 AM
Thanks guys ! i hope it will help ...:)

madmatt
09-05-2010, 12:16 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
10-05-2010, 12:30 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
10-05-2010, 06:21 PM
[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
10-05-2010, 10:58 PM
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
11-05-2010, 05:58 AM
Aha! I never knew exactly what that meant. Thanks for that!

peewe69
20-05-2010, 04:45 AM
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
20-05-2010, 05:25 AM
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
20-05-2010, 06:02 AM
Ok, thanks ..

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

Thaks in advance ...

bubble
15-12-2010, 09:06 AM
Tom !!! thank you very so much
Bub

Tomaya
15-12-2010, 09:27 AM
pas d' quoi bubble !! You're welcome

nidhogge242
06-06-2011, 12:41 AM
Heya,

I've set a floor node for SC (I used a box), but the pieces keep falling through the floor. I can see that the pieces react to hitting the floor, but they end up falling straight through.

Any ideas?

Tomaya
07-06-2011, 02:22 AM
hi

ok... ....try to increase the subdivisions of the box (tesselate) and the voxels grid of the floor : SC use voxels by face for the collisions , that's for the floor , but you can also increase the edges samples inside the "frag group " itself , on top of the TP tab . :thumbsup:

T