Hey there, I am working on my first large destruction sim. 2 to 3 rocket hits and a building that is coming down in phases. Lets see how I do with this one. Thanks for watching!
Feedback is always welcome!
Newest post:
So I finished this and made a rough break down of the elements and workflows
Today I slapped together an environment. While I was doing that I figured out an efficient way to import Kitbash3D assets and create their materials as well as creating a very basic sidewalk assemble tool.
Maybe also add the rescue aftermath and how to save people from this context. Even if it is not being done, you can call attention for aid resources needed.
Inflatables are an option and would show-case vellum. This specific inflatable robot is one case. But there are also Austre Medical Tents etc.
Also emergency vehicle navigation:
Edited by PHENOMDESIGN - Sept. 29, 2024 10:11:15
PHENOM(enological) DESIGN; Experimental phenomenology (study of experience) is a category of philosophy evidencing intentional variations of subjective human experiencing where both the independent and dependent variable are phenomenological. Lundh 2020
PHENOMDESIGN Maybe also add the rescue aftermath and how to save people from this context. Even if it is not being done, you can call attention for aid resources needed.
Inflatables are an option and would show-case vellum. This specific inflatable robot is one case. But there are also Austre Medical Tents etc.
Hey thanks for your input! I´ve seen this technology some time ago. Pretty cool!
It would scale up the scope of this shot to much though. There is so much to do with RBD, Fire and Smoke... But maybe for a different project
Uff... prepping the different materials and fracturing took some time and was a good learning experience! I finally have a first motion I like. There will be 2 more rockets hitting the building.
mawi I think the explosions needs much more initial "punch". Do a retime test remaping the first 30-40 frames of the fireballs into 3-5 frames.
Hey, thanks for the feedback. I am glad you mention this in particular because I had the same feeling but wasnt sure.
Its a bit tricky... The three explosions are one sim. So when I modify the overall speed of the second and third explosion it will affect the whole sim, wich will probably look weird.
Is it comon practice to split a sim like this? It seems hard to then get the interaction believable.
Do the retime on the first as a reference for the tempo you want. Then you don’t need to simulate hours to find out.
If possible I would try to split them. At least work with the emission part separately and then if needed run all emitters in same container at the end.
I split the three strikes into separate sims and retimed them afterwards. But then I noticed that the sims dont really work anymore in relation to each other as well as the rbd sim. So I will try to fix this by animating the timescale of each sims.
And here is the almost final version. I think I will reduce the spin on the small paper things that get thrown in the air and lower the life of the particles from the shock wave. but other then that, this is done.