CAR RENDER Challenge 2016 by Humster3D

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Thinkinetic is proud sponsor of annual “Car Render” challenge by Humster3D.

It is the largest awards event for the car 3d modeling and visualization industry. The winning entries will be published in magazines and get maximum attention from the community. The competition, held in partnership with leading companies and 3d software manufacturers.

There are no limits for creativity: you can choose any automobile you like whether it is racing or imaginary vehicle. Think out and create your car in any 3D software and create also a nice environment around it, finally render it as beautiful as you can using your prefered renderer.

You can summit your work until November 29, 2016.

Pulldownit Pro license is one of the valuable prizes and there are plenty of them, those interested can check rules and prizes here:

https://hum3d.com/car-challenge-2016/

 

Pulldownit 3.8 for Maya 2017

Pulldownit , the destruction plugin,  is already available for Maya 2017,  you can review latest festures and demos of Pulldownit 3.8 here:

https://thinkinetic.wordpress.com/2016/06/14/pulldownit-update-3-8/

When Autodesk delayed the release of the new Maya in April, many users thought something special was coming and now after a few months indeed it is; Maya 2017 is an important landmark of this 3D application, not only because the outstanding Arnold render replaces Mental ray which has been the default of Maya for years, or the addition of MASH, a full motion graphics suite, which makes procedural modeling and animation easier than ever, but also because the number of enhancements in many areas of the application: several UI enhancements specially the new workspaces for different specialized tasks, useful character animation improvements like the new Time Editor or the Quick Rig tool or, in the field of fluids ,  the new Bifrost Ocean System to generate big volumes of water  while you can make it interact with floating objects locally and fast computing, and some other useful improvements you can read in the Autodesk official Maya site. All of this confirm the aim of Autodesk to continue pushing Maya as the first application for 3D artists in the Animation and VFX fields,  and this new Maya is a good milestone for it.

You can see some of the new features of Maya 2017 in this official video,

 

Pulldownit used in UNCHARTED 4

We have recently known Pulldownit plugin was used in UNCHARTED 4 throughout the game for dynamics and destruciton of the environment, from collapsing walls to books falling over.

UNCHARTED 4 is probably the most evoluted game these days, with wide polished sceneries and an outstanding game play plenty of action, look at this awesome E3 demo to get thrilled , Pulldownit was used in the bake chase final sequence to break a few of the elements the truck hit into and for the flip it did at the end, congratulations to Naughty Dog team for this awesome game.

 

Pulldownit Update 3.8

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This update counts with a bunch of fixes and enhancements, making the plugin more reliable and quick in production environments, surely users will appreciate the fast Undo Last Shatter operation or the outstanding Jaggy feature now preserving UVs of the original faces, and other useful improvements you can read below.

But this update is specially about Wood Splinters Shatter, we have developed a new scheme for it so now you get allways long, thin fragments even when reshattering areas, adding to this a stable dynamics and the Jaggy feature to apply roughness in the inner faces, you can get quite natural wood destruction effects very fast. Here some demos and a great tutorial by Esteban Cuesta about it.

 

Video Tutorial: Destroying a wooden pier in 3D Max

 

Video Tutorial: Destroying a wooden pier in Maya

 

version 3.8 Enhancements:

  • Available for 3d Max 2017 and Maya 2017
  • New Wood Splinters Reshattering scheme
  • New “detect mesh groups” shatter option for shattering correctly combined meshes
  • Jagginess preserve UVs of original faces( single and multi uvs)PreserveUVs
  • Cut Material->new allows to update the material of current shatter group
  • original object is auto selected after Shatter it->Undo All
  • AutoSelect the fracture body in list corrersponding to current selected fragment
  • Improved performance drawing of fragments in 3d Max
  • Shatter Undo Last is now a fast operation
  • Support VP 2.0 Core profile mode in Maya( rest of modes were already supported)
  • Support Maya 2016 Parallel mode
  • PDI keys uses 30% less RAM in Maya getting the playback of massive rbd scenes faster.

Read the full list of fixes in the Pulldownit web site version logs

 

 

Tips & Tricks: Setting Initial States for rigid bodies

When working with groups of objects many times you would like the objects appearing in scene scattered over the ground here and there or starting at random positions, this is done very easily wiht Pulldownit by setting initial states for rigid bodies. This is the procedure:

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Lets say you start with a grid of objects you have created by cloning a single one using the duplicate tool of your 3D Platform.

Now you have to select all of them and create a dynamic rigid body for each object and then open the Dynamics properties window and set an initial velocity of (4,4,4) also set random values of (200,200,200), make the same for the initial angular velocities if you want random orientations aswell.

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Now set your time range to about 10 frames  and play the simulation, you can also disable gravity if you prefer.

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Ok, perfect, at the last frame all the objects has modified  quite a few  its initial position and orientation, now we have just to set this configuration as the initial state for the rigid bodies, for doing this, you have to bake keys for the simulation if you havent done it yet and after that click on Delete All Pdi bodies in the Manage Pdi World Window.

Now select all objects and move the slider to the last frame of the simulation, follow by deleting all keys for the objects, and you are done.

From here you can start a new simulation to drop the objects and scatter them over the ground, for this just set a dynamic rigid body for each object as before, open Pdi Simulation Options and enable Use Grid as Ground , make sure gravity is enabled this time, now set the extend of the simulation to 200 frames or so and launch it.

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Nice, at frame 200 you get your objects stacked in a natural way, now you can set this configuration again as the intitial state of rigid bodies as we did before.

 

Explorer of New Worlds Challenge Winners Announced

Humster3d competition “Explorer of New Worlds ” announces the winners, each of them will receive  a Pulldownit Pro license among other valuable prices,

First Place: Voyager by Luis Lara

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Tools used: 3ds Max, Zbrush, Substance Designer, Corona and After Effects

Second Place: Child dream by Evgeniy Shatohin

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Tools used: 3ds max, Mudbox, Corona renderer, Marvelous Designer and Photoshop

Thinkinetic Team Choice: Exploring the Rat Kingdom by Sedat Açıklar

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congratulations to all of them!, more info and other awarded images in the oficial site,

Explorer of New Worlds Winners Announced