Hey dudes…just though this is funny however I dont mean that you use crack (drug) or use crack software…
What I mean is this:
There is this awesome plugin for maya called blastCode. It create physical cracks in geometry which are rigid bodies and etc. You can see what is all about here
www.blastcode.com
well is there anything like that for max?
I tried powerbooleans but its all manual labor.
Cheeres
power booleans seems to do something like that recently…
i didn’t try it though. those npower plugins are too expensive for me…
Re: Any of you on crack?
Plastic…read carefully
yeah Ive been keeping my eye one it for a bit now. Awfully expensive for a one hit wonder though… I guess if you need that effect, you might just be willing to pay the price though.
i gree…but it has its attractivness. Alltho works on a principal which is not physically true…not as I hoped at first. It creates shattered mesh by default and with a special shader mimics its look as solid. Then at a neseserry point it swaps the solid shattered pieces with the broken off identical peices and sends them flying.
So it doesnt actually shatter the object on impact…
Non the less…powerbooleans is unstable and it doest render properly with vray.
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Um Ive been using PB daily for around a year or so and dont realy have any issues with that and V-Ray? What kind of problems are you having?
-dave
syclone, when the object is cut with PB cutter tool and single sided surfaces then rendered with vray and transparency (refractivity) produces artifacts all over and takes huge amount of time to render something simple.
here is my first test…let me know what you think
http://www3.telus.net/public/vinnik88/Tutorials/Glass\_Shatter\_.mov
pretty good man. what was your setup?
Pretty convincing for a first go…but the shards seem too thin, that big one in the middle looks like its from a lightbulb, not a glass. Its like its splitting the glass instead of shattering (does this make sense?)
what, no caustics? ![]()
Did you use one of the fracture scripts to break it up?
Percy, setup is simple - traditional object swap on impact. So there is a solid glass and shattered glass simulated with reactor, solid glass hides on impact frame, and shattered unhides.
well caustics no…only those generated by the quasi, fracture scritps no, i used power booleans cutter tools. Shards thin…yeah perhaps…That could be fixed.
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Tomorrow I’ll show you progressive cracks…
and did i mention I have also developed snow/ice shader thats pritty good.
(remembering a thread I started long ago) which i will demonstrate too.
cool looking forward to it.
What percy said !!
Cant wait ![]()
-dave
Great work in Progress
Great work in progress - I would throw in some PF particles to give is some splinters, maybe have some fly of the bigge chunks. I have used PB Mesh Cutter on one project and did get some strange blue and green noise - is the sort of thing you where experiencing. I was only at the development stage so I never really had to stress about it too much, but if you had problems it might indeed be a bug.
So here is the snowshader. Just a test right now, so unfinished a bit. Coments please.
:shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:
Absolutlely amazing!!
I’d love to play with this. For this distance I don’t know how it can be improved, but how does it behave at closer distance and further away?
well this is not that far…about 2-3 meters away from camera…its all 3d textures so it is infinite on resolution. ![]()
NICE :!: I think the lakes reflections could be clearer though and maybe some fog in them for depth would look wicked 8)
--Jon