Further particle simulations – week 6

Now we got to the exciting part, where we were shown how to combine all the previously obtained knowledge into something that would generate much cooler effects.

The first exercise was creation of a disintegration effect where a physical object would break into smaller pieces and those would fly apart, whilst decreasing in size. I tried it on a torus shape, then applied on the human object varying some of the attributes, such as: at what kind of rate the pieces would disappear.

Torus disintegration
Disintegration effects geo network
DOP Network

For the man example I wanted the pieces to last slightly longer, hence changing my value from 0.92 inside the scale to 0.96 in the primitive node in SopSolver inside the DOPNetwork.

POP solver
VOP network for randomization of which particles get de-attached.
Man disintegration effect

We then moved onto using the smoke to direct a path for particles, thus trying to create a more magical effect, similar to the aura from the second week exercise.

I wanted the smoke not to be as grouped as Mehdi’s, so I changed a few settings around, making it slightly more wider in the simulation and dissolution. I also added some colour for the density inside the volume visualization node. I tried out various ways of how to add colour to the particles, that were translated into points when using the ‘CopyToPoints’ node, but didn’t manage to figure how to do so yet.

In the second half of the lesson we moved onto a bigger project: big building destruction. The final objective of this example, is to have a meteor colliding with the building and having explosions at the points of entry and exit.

The first part of it was finding all the problems with the geometry, fixing them and creating the pieces of how it will get destructed. It was noted which parts had defects, however would not be involved in the collision so that we didn’t have to fix them necessarily (e.g. air conditioning unit at the top).

Then we created a proxy version of the meteor, as the original meteor was quite a heavy object with a lot of details and polygons. Various ways were shown of how to subdivide the polygons.

We then started creating the RBD geometry, inside which there will a big graph telling how to break down pieces for various parts of the building. For the outside and inside walls we setup the following way:

Quick review of the building break down.

The plan is to continue creating destruction of the building various parts, such as glass, inside bits like floor, inner walls. For those, example from week 3 when we destroyed the cabin could be used.

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