This week’s session was about experimenting some examples of particle effects mixed with desintegration, like we did with the particles but this time using the voronoi fracture where the destructed pieces would flow and disappear like the particle simulation giving it a more magical effect.
Desintegration test
So the first try was with a torus shape and with the scatter and voronoi fracture process that we have been doing but this time with a DOP network. Inside the DOP network we used a pop force and a RBD packed object and a bullet RBD solver connected to a multisolver node – usefull for when working with multiple different solvers like this example. But this only allowed us to desintegrate the torus all together and what we want to do is this effect happening from right to left so we had to create a group, assign it to points and check the keep in bounding regions option, this way a bounding box with be created and it can be keyed and give the result we want.
This group we just created is called static and now we need an attribute create node to tell the software that when the bounding box is out of that region the pieces of the fracture can have the magical effect created in the DOP net.
I had an issue when performing this part of assigning active and static parameters because I put the name active in caps lock like the static and only when I redid this part of the exercise I realised that the name active really had to be in lowercase. In the end we applied this effect to a test geometry tommy.
This is what the nodes looked like:

Flipbook:
Smoke with particles simulation
The next task was to make a smoke simulation with particles and have them react to the smoke movement. So the first step was to create a circle, scatter points from it, a pyro source node and a volume rasterize attribute node to assign density and temperature. Also attribute noise from density and a pyro solver to have smoke, like we did in the previous session.
After adding lights and tweaking the smoke simulation we can convert to vdb and cache it to disk with a file cache node. When this is done we can take care of the particles with a DOP network and scatter the points from a circle again. This is what smoke simulation nodes looked like:

This is what the DOP network nodes looked like:

This was the final result:
Big Destruction
The final task of this session was more complex as it had imported geometry and animation, Mehdi prepared a model of a building and a meteor simulation so that we could do a big destruction on the building with the meteor. So the first step was to import the assets and clean it and see if the geometry was prepared for destruction as every shape needs to be closed and can’t have artifacts (errors in geo).
Before all that we need to check where the destruction is going to happen, after that we need to clean the geometry at least from those parts, the first was the floor from the different floors of the building, then the entrances, then the walls and then the columns.
Nodes after cleaning geo:

Now we need to clean the geo of the meteor, it’s geometry was too heavy for a rigid body simulation so we need to reduce it, for that we unpack it, convert it to vdb and with a time shift node we can remove the time dependency and have the proxy calculated only in the first frame, this way the animation is much lighter and simulation runs faster. After cleaning the geo this is what the nodes looked like:

Now we need to destroy the building, for this we tried first with 5 rectangular shapes and the goal was to destroy them all but with different fractures, but i had some issues with it when using the for each piece node as it is much more complex and heavy for my machine. In the end the attributes disapeared and I need to search for a solution, but this is what they looked like:

