Page 61 - 3D World - October 2017
P. 61
TuTorials
Master destruction effects
NAME tHE PIECES
06 After UV unwrapping
the pieces of fractured wall
(see tip: Set up proper UVs
on the previous page), you
need to generate a name for
each one. You can see how
to do this at 00:55:50. Create
an Assemble SOP and check
Create Name Attribute in the
Parameter Editor, then link it
to a second Assemble SOP
and check Create Packed
Geometry. If you switch the
Geometry Spreadsheet tab,
you can see that the pieces
are now named piece0,
piece1, piece2, and so on.
Add detail to
the simulation
This is a low-resolution
simulation. You can
make it look better
by linking the broken
pieces of wall it
generates to higher-res
geometry. Find out how
to do so at 00:59:20.
MAKE PIECES ACtIVE BuILD tHE ACtIVAtor
07We're going to use a cube to trigger the simulation. 08 The activator itself is a SOP consisting of a Box
When a piece of the wall is inside the cube, it will become node – the geometry of the cube – that is linked to a
active; it will start to move under the influence of rigid Transform node, and then referenced out. You can see
body dynamics. To give each piece an active state to link how to set it up at 00:57:30 in the video. The transform
to the cube, use an Attribute Wrangle SOP, Attribute itself is animated, so that the box is positioned over the
Promote SOPs, and another node to reference out the section of wall the spaceship will strike just as the ship
result. See how to set them up at 00:56:15 in the video. itself reaches it.
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