Week 06: Basic Structure of Rigid Body Dynamic Simulation


March 1, 2024


In this week's update, I've established the foundational structure of the Destruction Rigid Body Dynamics, comprising the primary fracture RBD, debris, and small particles.

I. Debris and Particles Sourcing

Sourcing the Material:

I started by extracting the inner faces from two previously set up fracture configurations. Next, I scattered a copious number of points, setting the stage for the mathematical magic to come.

According to the shared by Gabriel Neville, an FX Lead at MPC FILM, the method of sourcing points for debris emission is demonstrated below:

Fine-tuning the Concrete Touch:

To add that extra touch of realism, I introduced refined concrete pieces. Employing the same procedural modeling setup that breathed life into my two main fracture RBDs, I infused them with an aesthetic charm, elevating the overall visual appeal.

To optimize the render, I used LOP Instancer to assign these pieces into Solaris with random sizes at random points to create the variety.

II. Particles


Using the same Particle System of Debris, I sorted out the 95% amount of point to make them into tiny particles to polish the shot. These particles did not have any instance geometry on them, and their appearance is driven by pscale only.

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Week 04 + 05: First Simulation

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Week 07: Complete Rigid Body Dynamic Set Up