Another TP project :). This time I experimented fracturing with maps. The cylinder is pre-fragmented with Rayfire and the second layer of fragmentation is driven by a map and Fragment node in TP. Then secondaries were added.
These are my personal projects that i worked on for the past year.
The main motion of the ball was done in TP. I then used the “Groups as objects” feature inside TP and point cached the motion, so that I can easily merge it into a new clean scene later.
The ball was manually fragmented with Rayfire. For shooting the fragments I used the direction of the distance between the fragments and a point helper in the scene. Then added more particles on the broken faces.
For Fume stuff I exported the fragments group from TP and used those as Obj.Emitters.
simple TP system that i made for fun 🙂
The dynamics were handled by thinkingParticles. Real cool BringTo node combined with simple UDeflector collision and experimenting with time intervals, particles age and changing groups.
I also used those TP groups as emitters in FumeFX and rendered something like colorful smoke in Krakatoa.
The rest of the stuff was rendered in V-Ray.
PF and FumeFX tests 🙂
Always fun to blow stuff up!
Short Reaflow test.
Geometry modelled in 3dsmax, particles simulation done in Realflow, then exported back to 3dsmax to render. Velocity channel used for motion blur in Nuke.
You can check out the breakdown of it here:
A thikingParticles project I had in mind for a long time and finally realized it.
I did with educational purposes (detecting shape collisions, volumeBreak node, debris).
FumeFx was something new to me, so I learnt at the same time.
Finally I put everything together in Nuke and Vegas and that’s what came out.
Hope you enjoy it! 🙂