Create the final composite of the shattered coffee cup for a seamless final animation
A very common task in visual effects is to break apart, shatter, and otherwise destroy objects. No matter if you’re smashing a car, demolishing a building, or creating some other destruction effect, it is no easy task and requires a lot of work and practice to get a convincing result.
In part 5 of this tutorial series learn how to composite the final animation in Blender by combining the unbroken and broken shards. This will be done with a series of techniques, primarily using the Difference Key node to detect changes in the render as the cup breaks.












looks very realistic now!
do we deserve your PRO tutorials getting so easily?
- never seen a node setup like this before (last part)
- overall very successful combination for BGE and fluid simulation!
Thanks a lot Richard!
Really, too awesome for words. Thanks very much for sharing your experience with us and for the amazing theme of your tutorial (wish there were more tutorial about physics and such on this site because Blender have the tools, but very little people takes their time to check them out and point to them). This last tutorial was the top cherry of the cake
Thanks for sharing this series Richard. It’s tools like this that allow all of us to grow.
Great Tutorial. Think you need to check you smoke alarm.
Great serie. Artistic, clever, very good educational style. And free !! You should be paid for, it really worth it.
awesome series thanks, just one thing, while watching this final tutorial I looked all through my house for the chirping smoke alarm then realized it was on your side
once I reinstate my citizen membership this series will be the first for me to download
This is one of the best Blender tutorials ever. So much stuff to learn from this series… Amazing!
Really exceptional tutorial! thanks Richard
hi everybody
i want to know how can create demolition in blender
like 2 cars have an accident
like this
http://www.youtube.com/watch?v=ZfdTB2Rrzoc
please learn by video tutorials…
Hello Richard
Many thanks for this wonderful and very instructive tuto.
I did it with the cup and it worked out OK , but I wanted to redo it with the teapot and now I get a strange issue.
When I run the game dynamics it’s totally out out sync, even with the frame rate at 24. The bullet starts to shatter the shards while it’s still 5 units away from them.I’ve tried a lot of tweaking but no way.
Any idea what could be the problem.
Try to set your substeps in the world panel to 1, the default. If you already had them at 1, I wouldn’t know what can cause this problem..
Thank you very much! I’m still learning Blender and this tutorial helped me so much!
a simplier breaking objects tutorial:
http://www.youtube.com/watch?v=7_7_oqLRinU
another is here:
http://www.blendernation.com/2013/02/12/destruction-introduction-with-blender-bullet-physics/
Merci Richard pour ce tutoriel c’est trop fort,
Toujours dans la seririe de tuto ADDONS,il ya moyen de nous
faire un tuto sur le addons de blender vers afters effect.merci
I appreciate the positive feedback, but my French is not too good
If you have a request (something with after effects?), try explaining it in English
thank richard .can u make something on how to import blender work to after effect(my english very bad). thank you
Would be interesting to see the shattering in the upcoming bullet Integration and not using the game logic. The problem so far is that the cell fracture addon doesn’t calculate the correct mass for the shards. All the shards have a mass of 1 with bullet.
The second problem is that I havn’t found out a way to do the activation as an active rigid body the same way as in the game logic. I have keyframed the shards as active rigid bodys on the frame as the bullet hits the first shards. SO the rest of the shards are sinking to the groud and that is not right.
Looking forward for an update
Thanks
I’ll consider it, but it may be more fun to do a complete new project using the bullet integration. It sure is a great improvement compared to the hassle with the game engine
Thanks for the input.
I have a question related to this from another project. If I use the cell fracture addon, it always seems to give me flat faces on the insides. For the cup, this is fine. but I am trying to fracture an astroid and I would like pieces which on the inside carry similar displacements than on the outside. But I want some pretty big pieces as well (as you would expect that it breaks into small and some large objects). I can fake add the small, but the big ones give me headache. Do you have any hint? Or do I have to try do it manually?
The cell-fracture addon uses a 3D Voronoi algorithm to create the shards, in other words: flat faces on the inside. It outputs convex meshes which is really great for creating shards and debris used in physics simulations.
So if you want more detail, you could for example start with the cell-fracture addon and then apply some displacement modifiers to the pieces. Or do it by hand to have full control.
Hey guys its a bit irrelevant but is it possible to create splinters out of an object, much like the cell fracture add on?
I really love this tutorial.Fantastic, thanks.
I love this tutorial, I did a render with glass the refraction is doing some weird popping any suggestions how I might solve this?
https://vimeo.com/62420467
It looks like the shards are interpenetrating, which screws the refraction rays. Make sure you have clean meshes with consistent normals (and pointing out). And if the shards interpenetrate, try to play with the simulation to prevent that from happening.
Thank you for this excellent series of tutorials. I am very new to 3d art and I have only been using Blender for about a month now and this tutorial has has brought me from just following simple tutorials to really thinking about how to make Blender work. There were some parts that didn’t work exactly how you explained (especially during the fluid bake process) which made me look at solutions to the problems I was facing which was a very interesting and useful process. It was such a leap from following some of the beginner tutorials I’ve been learning and to actually experience first hand the potential of Blender.
My finished animation can be found here:
https://www.youtube.com/watch?v=4ZE5DLWplKI
There are just a few minor things that I would like to do. Firstly i think the camera angles can be changed to make the whole animation more interesting as I do think I have the camera a bit close at the end. Also, I think my cup could have shattered more violently as the sides just seem to fall down by gravity rather than being blown apart with any force. Finally, there are some bits towards the end of the animation where the fluid seems to stick to the sides of the shards around the side of the cup and almost look like amoebas crawling along the shards. Is there anyway to fix this? I’m thinking that if the shards behaviour at this part of the animation was more violent then the amoeba effect wouldn’t happen.
Brilliant tutorial Richard. Thanks you so much.
That’s a great result James! If you’ve been using Blender for only a month, that’s amazing. Glad you found this series useful.
The Blender fluid simulator is not that suitable for these extreme simulations so that’s why you see some glitches. The only way to really solve this is to increase the resolution of your domain which makes everything more accurate.
Thanks for your reply Richard. I baked the domain at 500 samples which took a very long time so I’m a bit reluctant to repea that! My domain size was slightly larger than the tutorial and the real world size was 0.35 hence the long baking time.
I have tried putting some sort of empty inside the cup and to try and apply a force to try and give the larger side shards a sideways vector to seperate them a little more from the large fluid mass to see if that would help. Do you know if a force empty would work in this way? I’m trying to give the cup more of an explosive destruction, but not too much. By tweaking the force empty I hope to get just the right ammount of destruction.
I’ve yet to figure out how to actually do it but when I do I’ll post my result
Not so good but i tried: http://www.youtube.com/watch?v=C558Dw7Rkz8 Thank You!