Today cmiVFX releases the highly anticipated second volume of the RealFlow Destruction Tactics, featuring the animation software packages Houdini, Maya and 3DS Max. This second video replicates a real world, extremely detailed, Roadway Bridge Destruction scene using a variety of tools set around the host RealFlow software package. When dealing with extremely large scale destruction, a unique data pipeline must be designed to manage data that would potentially freeze up even the most powerful computer clouds if managed improperly. Traditionally, the illusion of massive sized destruction requires artistic skill accompanied by acute technical merit and a lot of computing power until recently when RealFlow's latest version updates its interior anatomy to handle such complex scenes with its new Caronte rigid body solver. In addition, the use of MultiJoint and MultiBody allow end users to construct and connect huge amounts of bodies procedurally while creating a control system for the events. With all of these new tools, they don't just let us produce a falling bridge, but DIRECT it as well. (This single, second volume video is over double our normal length in our traditional videos)
In the very first chapter we will talk about our work flow as well as the kind of bridges we are going to handle in our scene. We will also lecture about the importance of joint systems for such a scenario, multi-layering with different materials in one simulation event, as well as forces with triggers.
The second chapter dives deeper into the new Multi-body grouping system, layers, and the simple group concept. Learn how to prepare a huge number of objects for one simulation event in different 3D programs first, then do the same in RealFlow.
Next, in great detail, we will talk about multiJoints, the new node, then we will explore and test most of its options and properties using practical examples all while learning how to treat multiJoints between rigid bodies, soft bodies, or between rigid/passive/soft bodies. In the end you will know how to define collisions relationships, and how to speed up calculations! Shortly after, we will see MultiJoints in different flavors (with examples), and will discover the perfect break condition for our fractured mesh. (Break by force or by distance? What's the difference?) Next we will test some important attributes, such as: plasticity, acquiring, and elasticity and of course we will see MultiJoints Creation mode options.
Take a close look inside different bridge cross sections, their materials, parts, and their substance stack to better understand the physicality of the assets. Then we will learn how to simulate metal wires, rods, metal sheets, cement, asphalt, rocks, stones and how to connect them all in one simulation using the MultiJoint node to create and simulate our first cross section.
In this part of the video, we will set up the background sequence ( images ) to direct the shot inside our 3D program, then, we will see how to prepare a proper 3D mesh inside Max and Maya and Houdini as well as how to group and Fracture objects. In Max, we will use RayFire fracturing tools to customize and fracture objects using the new fracturing modifier. To complete this section we will then take a look at DMM for Maya and make some kind of shot pre-visualization before getting into fracturing and simulating process.
Learn how to Initiate a destruction process using different kinds of forces such as Attractor, Wind, Gravity, Drag, and Vortex. Next, analyze their behaviors and their limitations so they can be used with the MultiJoint Node.
Now we will import the SD files ( bridge parts ) inside RealFlow, and will choose their suitable scale, density, friction and elasticity, then we will join them using MultiJoints. After that, we will use some different forces to control the destruction. ( in order to match our pre-visualized 3D shot) Finally, we will see how to control our simulation quality using options and sampling concepts.
Next, we will apply wires and metal sheets into our bridge scene and re-simulate to see the interaction.
Using simple Python commands, we will produce some particles from collision area, and will try to control their speed.
Hashem Alshaer is a 35 years old Palestinian VFX supervisor. He studied mathematics and physics in college, then graduated from an electronics engineering university. With more than 10 years of experience in visual effects, he is currently teaching 3D visual effects at Arab European University's and Virtual Engineering at mechanic and electronic engineering universities. Hashem started as character specialist, then as technical director, and since 2006 has become a visual effects supervisor. He loves painting and sculpting but developing smart robots is his main passion. Currently, he is working at ArtWare corp as a vfx supervisor and as CG supervisor at VFXTREME.
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Hashem Alshaer is a 14 year veteran and CG/ VFX Supervisor and Technical director. He studied mathematics and physics in college, then graduated from an electronics engineering university. He started his career as a 3D character specialist, then as FX and Tracking TD. Following that, as a lead technical director migrating finally to CG/ VFX Supervisor. He is teaching visual effects tools at several universities, fine art departments, and virtual engineering field to augment his schedule. His collection of work spans over many films and tv commercials and is working at 3Quarter FZ LLC, as a VFX supervisor and consultant along with other activities in virtual engineering fields.