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Orange Ray
08-12-2004, 08:54 PM
Hey everyone I’m looking for a way to make a realistic broken window. Like a kid threw a rock at a car window. A quick example can be found here:



http://www.vanessatiegs.com/pix/crackedglass1.jpg



It doesn’t have to be this complex but you get the idea. Is there any tutorials out there or any plug-ins? I was thinking of making the broken shapes in Illustrator and make the shapes into spines and just importing that into Maya and then just do lofts. But for sanity sake I’m trying to find a smarter approach to this problem.


I was even thinking of making the cracks in photoshop and just use it as an image map but I want it to look real so when the camera moves around it the broken glass bits will give that “twinkle effect”. Has anyone tried to make broken glass before?

Projectkmo
08-12-2004, 09:18 PM
wanna make an awesome Broken window? read this thread...dload the trial and you'll be set

http://www.cgtalk.com/showthread.php?t=161032

Orange Ray
08-12-2004, 09:23 PM
Blastcode really simplifies the process of blowing things up. Its just too bad that it only works with NURBS objects....
here is a quote from the link you gave me. Since I need to work with polys is there any other way to get the same great effect? (still a cool plug-in)

Orange Ray
08-12-2004, 09:32 PM
nevermind just read this part on the site

Blast Code can adjust the resolution of all output geometry for level of detail requirements. Output high-resolution models consisting entirely of quads and triangles for precise texture and displacement mapping, or low-resolution models for hardware rendering. All recorded blast scenarios are capable of motion blur.
I will download and try this but my final question is can I just break the window and leave it static? I don’t need any animation just a broken window

Nicool
08-12-2004, 11:13 PM
As it's said in the blastcode thread, this plugin seems quite expensive! This kind of task can be done in less than one day of mel scripting quite easly ! Trust me :deal:

The way I would do this :
1 - do some research on recursive tree/highlight/fractal procedural drawing. Then so easy maths to draw trees around a circle. Let's think about density (pieces areas)
2 - Then look how it can be translated to mel. I would use the polySplit polygon tool function on a polyPlane. Now I have a king of web drawn on my plane.
3 - You can separate many faces/pieces from the first mesh by hand. Look at 3* not to do it By hand. Then give more tickness with a simple poly extrude (keep face together off, or you'll have to create the inner face by yourself) to both pieces and first place mesh.
4 - Now particle work gravity and wind (wind animated speed) would do the trick.

3* - Do not waste your time to do it by hand... another script could seperate many face from the center of the shot easly! A radius given, could list all the faces that are in a circle. Then, it could separate them from the first mesh.

As you see, this task is made really simple by mel. First step is procedural modeling, the second one is a simple particle work.

Hope it helps :thumbsup:

Nicool
08-12-2004, 11:15 PM
Oh, I've just read your reply where you say you do not need animation.. so try the shatter tool (in Dynamics maya's menu) (it won't gives this shot result anyway), model it by yourself, or try my method from 1 to 3 steps.

GennadiyKorol
08-12-2004, 11:34 PM
I think writing a script in this case will not give enough effort. Unless you're planing to brake hundreds of windows :) You can draw you're shards by hand in 10 minutes, using Create polygon tool and your picture as a reference. Then extrude them, make rigid bodies from them, and apply some fields/collisions.

to Nicool:
That's interesting idea about the script, I'd like to look at an imlemention:)
I personally would advise not to use fractals with poly split. Instead you can use cracked shatter, on detached polys that are in "damaged" radius. Then to take the polygons that are on border of "damged" area, and shatter them. After that connect the out ones to the undameged window part, and the inner with the damaged pieces. I think it is more efficient way to do such kind of effect.

Nicool
08-12-2004, 11:58 PM
using Create polygon tool and your picture as a reference. Then extrude them, make rigid bodies from them, and apply some fields/collisions.
Yeah :thumbsup:, basicly the same method buddy, but here it is!

After that connect the out ones to the undameged window part, and the inner with the damaged pieces.
That is a modeling task I can't manage by mel scripting (not procedural from any point of view). And by hand that is much work than doing from a reference picture.


As you've said Mr.HawK, under 100 pieces your method is faster. Over 100, my method rocks :twisted: I like the fact all is done in 10 seconds after researches and scripting.

KevinKraeer
08-13-2004, 12:08 AM
Hey Nicool. I'd definitely be interested in some examples of your ideas for animating a shatter.

I was planning to cut up my objects by hand and use fields and collision to have a guy burst through a glass door :shrug: .

Nicool
08-13-2004, 11:54 AM
kgkraeer : How would I animate the shatter ?

1 - First I select the broken glass pieces and create active rigid bodies. Then I select the other glass pieces and the glass frame to create passive rigid bodies.
2 - Create collisions between those pieces.
3 - Apply to the active pieces a gravity field and an air field (in the blst direction).
4 - All active pieces move in the same time and not from the center of the shot. To get a more realistic movement, we will animate the air field volume. Place the air field at the shot center. Then, set its volume shape attribute to sphere. Scale down the air field and set a key on 0. Then scale up the field and set a key on 20 for instance. So, glass pieces are influence by the air field not all in the same time, but from the shot.

(extra note on creating the active rigid bodies. I would create a little script that give the pieces mass fucntion to their size (face area size OR boundingbox size based method)

KevinKraeer
08-13-2004, 01:39 PM
very cool. Thanks man, sounds good.

That last part was key, I was doing some experiments, wondering how to make it look like someone burst through - instead of everything just bursting uniformly.

Thanks!

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