How to recreate this blow effect

Hi.

I need to broke some objects is the same manner. Now there’s a deathmatch between me and reactor…

Want to ask if there’s a simple way to create this effect ?

There’s a script on scriptspot that automatically slices your object into random pieces. Then you can easily blow them away i’d say
add some pflow for the fun of it and dadaaa :stuck_out_tongue:

Regards,
Thorsten

Yeah, but this script needs a perfect geometry :slight_smile:

BTW I need a way to create cracks pattern. Simple boolean ? Or how…

You’re best off using a mix of different techniques. Break the object into chunks manually or automatically first (ProCutter is an easy alternative), use Reactor or SimCloth3 to animate them, then use PFlow to add the smaller debris and dust. Add a couple of beauty passes, motion blur, and refine it in the compositing software of your choice. Bake at 200C° for 30 minutes.

Using procutter now… but I need a way to create “realistique” cracks…

Done with reactor part. And now my lovely FumeFx :smile: But with that quality my rendetimes will certanly go to “infinity and beyond” :twisted:

also popular one in maya is blast code…

Can’t afford this megaton. Simply can’t imagine why they can’t do anything for max…

ever heard of sandblaster?

http://www.pluginz.com/product/10369?g=454&category=40&sessionhash=b59dff5aafd2fb59e491b06d3f5cf022#gallery

First, you can use any object as a custom particle. Fully textured and animated objects are perfect choices; even use objects bound to space warps. So creating swarms of angry bees or schools of fish is a snap.

Next are the emitters. Unlike normal particle systems that force you to create particles from a plane or sphere, Sand Blaster lets you choose any 3ds max object as the point of origin for the particles. Plus, you can break down that selected object into a series of particles!

And finally are the targets. Sand Blaster lets you choose any single or grouped object as a destination for your particles as they move through your scene. Plus you can use Sand Blaster to reassemble your particles into the chosen object.

With all of this power, you can blow up a Volkswagon Bug (emitter object) into tiny animated beetles (custom particles), and having them reassemble moments later into a speeding Ferrari (target object)! No other particle system on any platform gives you this kind of flexibility and control. [/url]

Don’t you think pflow can do anything sandblaster can ? I don’t need simple brake to particles, I need it brake into pieces from original geometry. Fully shelled + also I need realistic crack pattern (still I don’t like what I did :slight_smile: ). And I don’t have much time.
I made it with procutter and reactor fracture. BTW - when I create fracture group max slowdowns alot…

I’m sorry to say this, but unless you’ve got room in your budget for Thinking Particles or something you’re gonna have to do it the hard manual way. If you’re having problems making reactor act like you want, may I suggest animating the largest pieces by hand? At least that way it’ll break up the way you want.

I once had a comparable task to do in max too.

Well of course not that perfect, but a few letters that had to explode.

reactor and particleflow did do the job very well…

i produced the bigger parts with procutter… than i wanted to make them explode using some colision objects.

only problem, was, that the geometry calculated very very very slow with reactor, due to the fact, the surfaces of the parts where much to near to each other.

solution was a relax modifier. after few itterations, reactor did it, and after the calculation i could delete the relax modifier.

the smaler debris was done with pf.

well and realistic cracks… hmm. ?

Tom

Thx guys. But thinking particles are hard to understand for me, and particles has to be shelled. That’s why I can’t afford breaking it with particles.

And reactor did the job well. Very well :slight_smile: Fracture is cool.

P.S. Test render (smoke done in fumefx, compositing in ae, glow with sapphire and dof with lenscare). Hope you like it :wink: It’s not a 1:1 replication, but with this logo it couldn’t be done in that manner. I think so :slight_smile:

P.P.S. I think I need more attention to “blow” effect. Not simple mask with feather and glow.

What would the advantage of thinking particles be in a situation like this? is it able to break apart objects or is it just better and handling situations like this?

Hi,

perhaps you should contact Orbaz Technologies. I heard that the PFlow Toolbox 2 will have tools for object fractioning. This toolbox is in beta stage currently. Perhaps you can betatest :slight_smile:

Best regards,

Dieter

It has a very complex built in fractioning system and is built on a physics system which makes it a lot more flexible. Look at this video for shattering for instance http://www.cebas.de/products/images/thinking/trunk.mp4
Also there are a lot more options for deciding when different parts of objects should break off. Matterwaves let you decide by shining a light on the parts you want to shatter for instance.

That does sound pretty damn cool actually!!

Thanks for the info.