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In this video for 3ds max, we’ll start a new Citizen series. We’ll talk about Thinking Particles and how to use it to break objects, create fragments, debris, and prepare complex procedural breaking setup to destroy entire scenes. This series will be splitted in different parts, first half of the series will be an introduction to various methods to create and simulate fragments, step by step on simple demo scenes and then on more complex example. Second half will be related to a complete complex shot with tons of simulated stuffs. In this video we’ll take a look at the simplest way to simulate fragments on a pre-broken mesh, and then how to procedurally break it, just using animated lights, and using the Fragment node and the Volume Breaking node. We’ll see how to setup it, and how to work on collision and basic dynamic forces, and then how to work with caches when we have a lot of pieces
to be simulated.