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08-08-2013, 11:28 AM #1
Slow motion shattering window - prebaked MDDs or ready fractured objects
I'm hoping to start work on a music video in a week or two, and need to create a slow-motion shot (from a couple of angles) of a glass window shattering after being hit by bullets (but don't need to show the bullets!). The fracture tool in LW seems to generate pretty ropey geometry and crashes a lot, so I was wondering if:
(a) someone knew how to get better results, or...
(b) someone had an existing pre-fractured model for a glass pane, or...
(c) the above plus an MDD file with pre-baked shatter animation using physics
I've done some stuff with the fracture tools and bullet before, but this video is super-glossy (and it's ultra slo-mo - which means you can't hide the detail needed) so I need a really nice realistic looking shattered glass.
I can pay some cash for pre-built solutions - though being a music video, the money is a bit tight. But I wouldn't want to take the piss
Any help/suggestions greatly appreciated!
08-08-2013, 01:10 PM #2
Is your glass object at some ridiculously large or small scale? Also it might help to subdivide your glass pane before doing Fracture.
Once you save out your simulation to mdd you can change the playback speed.
08-08-2013, 01:22 PM #3
Thanks for the advice. I'll try reducing the scale.
Does the scale affect the quality of the fracturing too - or is it just the bullet physics side of things that is affected by it?
08-08-2013, 01:36 PM #4
I can't recall if the scale affects Fracture. I just know that subdividing the geo more will make the Fracture algorithm more friendly. So for example, if you were breaking up a long beam of wood, you wouldn't want to have a really long six sided cube. You'd want more cuts. Fracture doesn't like super long polygons. (At least that's what I was told at a user group meeting).
08-08-2013, 01:41 PM #5
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08-08-2013, 02:58 PM #6
SplineGod did a few videos on fracturing things without the fracture tool.
You might be able to get cleaner results that way.
08-08-2013, 03:41 PM #7
use bullet and use the time function inside the dynimacs tab ..."not at pc" but its there and can be controlled with [E] , fracturing is easy ... but I still preffer to use Hard FX and mike greens MGBREAKUP plugin and Matt also wrote a script to enable HardFx on all layers , which helps big time , either bullet or hard fx will do the trick ...
another tip would be to export each frame as a savetransform obj then reimport back into the scene and you can then set what frames what object sits on "good for controlling speed "
OR JUST cheat in AFX and slow everything down pixel blending on
EDIT l or if you have element3D I think there is glass shatter model presets
08-08-2013, 03:45 PM #8
how many bullet holes ? does the glass shatter around the points of impact ? or is just a general "KAABOOM"?
edit MG VORRONI SHATTER is the plugin
but breakup has a bullet control point " actual bullet hit"
08-08-2013, 03:56 PM #9
08-08-2013, 03:56 PM #10
08-08-2013, 04:09 PM #11
08-08-2013, 05:00 PM #12
Or, just use ChronoSculpt! It's ideal for exactly this purpose. I'll show you at the London meet
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08-08-2013, 05:55 PM #13
The fracture tool in LW is cool, but (at least in my experience) generates geometry with holes and stray points and weird artifacts with some geometric shapes. A simple plane of glass might not be too bad, though.
08-08-2013, 06:24 PM #14
I could not resist to offer my suggestion for a solution to this desired effect. BTW, ChronoSculpt would make controlling the speed and editing the glass dynamics simulation from Bullet a 2 min job as well and is a perfect tool for this.
But I also want to share some tips on the fracture tool. If you plan to fracture something you should try to subdivide it nicely to prevent the fracture tool having to slice across very large polygons. When you do that and use the background geometry function to place something simple like sphere in the background to control where you want the fracture to focus on your glass then is works very well.
You would want to select the stray points after you fracture and delete the ones not attached to any polygons if any are generated. But that is a quick step. I will attach images to show my process.
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08-08-2013, 07:08 PM #15
Here's another way.
More safety/cartoon type glass.