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 2016 extension 2
  • 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

 

Thinkinetic sponsor of Hum3D Competition

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Thinkinetic is proud sponsor of “Explorer of the New Worlds” challenge by Hum3D,

Think out and create in any 3D software an explorer of new worlds at the time of his or her adventures and create also some environment around him. You can summit your work until 16 May.

Pulldownit Pro license is one of the valuable prizes and there are plenty of them, in addtion to one node-locked license of Pulldownit Pro for the best video or picture with your character in the WIP forum.

Those interested can check rules and prizes here:

http://humster3d.com/explorers-competition/

 

Chang Metamorphosis by Artem Paramonov

Artem Paramonov show us this great breakdown he made for a Chang beer commercial, Pulldownit was used for shattering the bottle,  Artem kindly explain several technical details below.

 

My name is Artem Paramonov, I’m senior 3D creative. This project was done for Iris Sydney, we’ve got a brief from the client to create a stunning animation of a bottle being shattered. The most difficult part of it was of course the simulation itself, and this is where PulldownIt did what it does best – simplified everything.

The tricky part was to make shattering simulation controllable, to start in specific areas and follow up with a general explosion. We also wanted to do it in a bullet time manner to make it look a bit more dramatic. So we, basically, had 2 waves of explosion – first to break apart everything and second to blow all pieces off the screen.

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It was really great being able to define how bottle will be shattered, where the big chunks will form and where we will get the small pieces. Now, slowing down the existing animation and then speeding it up could be generally quite tricky, so once I was happy with simulation results I baked everything into a keyframes and after that into a geometry cache – this gave me a flexibility to re-time it the way I wanted to. Shockwave effects were created later on in After Effects with a standard effect called CC Ripple Pulse. After rendering primary simulation I also rendered a still 2k image, to use different pieces for 2D particles and “dust”. Finally assembling everything in After Effects.

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Overall experience with Pulldownit is just so sleek – that I was even a bit overwhelmed when I got my results that fast. I could play with it for weeks – it is very enjoyable to use it. It is stable, predictable and it just Works!