thinkingParticles Subscription Drop 1 What's New VolumeBreaker

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thinkingParticles Subscription Drop 1 volumeBreaker

- New additions for VB in TP 6
- setup: std cube - dynamic set for fragmentation / VB
- downward force with neg value
- bulletPhysics simulation solver

VB in TP the when and how to use this as the best destruction seq
- debris shown
- wireframe shown

- Usually pre-breaking an obj is done with several ext tools
- with VB operator now there is no need to use pre-break obj as
that causes instability and texture error creeps into the portion of
the obj that is not meant to fragment.

- moreover, the bonus is in-build GPU-rendering with cebas moskitoRender.

Scene demo of a glass obj after VB/fragmentation shows the remaining unfragmented area as fully solid, clear of any breakage.
Remaining mesh remains a closed and solid obj.

VB in thinkingParticles 6 is the only software that can achieve this
effect in the market.

This is automatic with this powerful additions to VB.

Adjusting the Surface of Fragmentation
Scene effects of diamond like texture that may not be what we
want unless it is a scene fragmenting crystal like substances.

New feature ROUGH under VB
Increased size and you get clearly cut surfaces -

How to create a concrete surface look?
Use the feature Rough: first turn on 'noise' and 'tesselation'
-Note that the adjustments only affects the surfaces of the fragmented area. Remaining mesh will show this. A huge
advantage in terms of fragmentation effects.
- Tesselation set at 2: scene shows a rough fragment surface - very detail and real.
- increase tesselation : double the amount give details like bubbles (the noise cellular material from the cellular map). Adjust the size and surface texture changes.

Control Map Scale from inside VB is also doable.

Controlling Roughness:
- change value for spike look on the surface of the fragmented area;
instant change phys geom with VB as fragments change in space as the parameters are changed.

Noise node:
- the Differential node: unique and nothing like it in the market.
Evaluates noise function that when one side is positive it displaces
the other side as negative. But keeps the volume and the pieces fits into each other perfectly when VB fragmentation is performed.
Very powerful feature for physic-based simulation.
-with differential control - no intersecting geometry is created in the process.

Differential Distance adjusts how noise texture is evaluated : increasing value makes for smoother surfaces, smoother dents... and is useful in avoiding intersecting geometry (never a good idea for physic simulation).

Scene demo shows a nice rough concrete surface - very organic look. Differential mode is the best mode to use with VB and thinkingParticles.

Another function help reduces the amount of triangles after tesselation : The Optimize fn automatically reduces the mesh density and allows for a simpler representation of your surface.

Again less triangles are better for phys simulation.

The Auto smoothing helps smoothing the surfaces without triangulation.

More on thinkingParticles 6: http://cebas.com/thinkingparticles

Remember to view the rest of the thinkingParticles 6.1 tutorials.

http://www.cebas.com




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Tags:
cebas
thinkingParticles
GPU
Autodesk
Movie Effects. Special FX
volumeBreaker
VB
tesselation
Rough operator
noise
surface texture
physics geometry
fragmentation
non fragmented mesh
TP6.1
thinkingParticles6.1
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