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simulation of destruction


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#1 almatea

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Posted 24 March 2012 - 11:21 AM

Some early tests of developed by me destruction engine based of Bullet physics.

View on Vimeo.


Edited by almatea, 24 March 2012 - 03:11 PM.


#2 asnowcappedromance

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Posted 24 March 2012 - 06:01 PM

really good eye for detail.
How did you handle concave objects in your simulation?

Manuel Tausch
senior FX TD - Rhythm & Hues

#3 Farsheed Ashouri

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Posted 25 March 2012 - 12:23 AM

Really really nice! it's amazing dude.

#4 dynamoanders

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Posted 25 March 2012 - 02:57 AM

Looks awsome!!

#5 Sifis

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Posted 25 March 2012 - 09:34 AM

Awesome stuff, nice renders too. I'd love a detailed tutorial about your workflow.

#6 ryew

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Posted 25 March 2012 - 05:20 PM

Very cool, I could watch that stuff all day! :D

The peek into your process is really interesting, and I agree it would be great to hear more workflow details of how you set up the different elements (brick/stucco/wood) for simulation and render time displacement if you were interested in discussing it.

Have you tried this workflow with Houdini 12 yet?  How do you think the integration of Bullet in Houdini 12 compares to your custom solution?

Awesome work again, almatea - thanks for sharing!

#7 almatea

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Posted 25 March 2012 - 06:12 PM

View Postryew, on 25 March 2012 - 05:20 PM, said:

Very cool, I could watch that stuff all day! :D

Thank you!

Quote

Have you tried this workflow with Houdini 12 yet?  How do you think the integration of Bullet in Houdini 12 compares to your custom solution?

I think that my engine and integration of Bullet in Houdini 12 solving little bit different tasks. Houdini integration of Bullet is very nice but sometimes you need little bit more flexibility at low level and more speed with thousands and thousands pieces of geometry. Houdini solutions give flexibility but not always it mean high speed.
I do not tried to solve destruction tasks with Houdini's Bullet but I believe that it will be possible.

Edited by almatea, 25 March 2012 - 06:12 PM.


#8 freaq

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Posted 26 March 2012 - 12:23 AM

very impressive stuff, it reminds me of some of the tools used to create 2012,
If I remember correctly they used prefracturing and lots of constraints and created similar destruction sequences.

amazing work keep it up :D

#9 almatea

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Posted 26 March 2012 - 12:42 AM

View Postfreaq, on 26 March 2012 - 12:23 AM, said:

very impressive stuff, it reminds me of some of the tools used to create 2012,

makingof videos of 2012 inspired me when I created my tool

Quote

If I remember correctly they used prefracturing and lots of constraints and created similar destruction sequences.

I choose little bit different way. I used compounds and calculated a graph of linking for pieces instead natural constrains.

Quote

amazing work keep it up :D

thank you!

#10 Netvudu

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Posted 26 March 2012 - 01:42 AM

terrific job. Regarding lighting, what can you tell us...I´m guessing HDRI-based lighting, right?

Edited by Netvudu, 26 March 2012 - 01:42 AM.


#11 ykcosmo

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Posted 26 March 2012 - 10:31 AM

very nice !
Why is the ocean blue ?
Because there are plenty of fish in the ocean.
Why do the fish make the ocean blue ?
Because they breath and talk as " blue blue blue .... "

#12 almatea

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Posted 27 March 2012 - 01:32 AM

View Postykcosmo, on 26 March 2012 - 10:31 AM, said:

very nice !

Thank you!




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