Well yesterday i managed to get a lot done with the term “trial and error” written in 200 hundred feet high concrete letters. I used the Maya plug-in blastcode to recreate the shatter of a nurb within the polygonal building.

Here you can see me converting a duplicated and extracted polygonal edge into a Nurb and then shaping it once again to fit the space gap of the original polygonal structure. I found that working with nurbs can be tricky considering the way the vertices are aligned and the way that the edges shape into a much more organic form rather than the standard polygon.

Here you can see the duplicated edge floating in space, i simply moved it to the side for a reference and then put it back over once i had shaped the Nurb. Call it layering if you like.

Here you can see the basic functions of blastcode in action, you can see where the explosion emitter throws out the properties of the physics with the large field. his then can be tweaked to actually give you a explosion that you need.


Here you can see me tweaking the physics explosion and showing where the segment of the nurb is non existent as the pieces of it fly out into the air. The cracks are formed by using a noise map and then tweaking its attributes and mesh thickness. I used a rather thick mesh for those big chunky pieces.

Here you can see that i connected the rigid body of the plane under the building to the resulting debris. This then has the pieces reacting to the surface. You can play with the friction and bounce and many other levels to get a good resulting debris breakup. I found that the pieces were flying too far so i upped the friction and gravity and gave the pieces some depth to how they fall.

I then started looking at how far they fly and how much gravity is affecting the actual pieces. I wanted the pieces to be very heavy and rather slow moving. Considering this building will be very far away i think that the pieces would fall quite slowly. Taking reference from something like 9/11 or the Iraq conflict shows how slowly a resulting blast can be from a distance. The pieces although moving at the same rate of motion as any other piece would move, is actually a lot slower in the human eyes but it has a lot more ground to cover from a distance.

Here you can see that i textured the pieces into a very simple lambert as a test. The annoying thing about nurbs is that you cant texture map them with UV’s. I have had trouble finding a good way to texture them other than just applying a simple lambert. The beauty of Blastcode however is that you can texture the pieces differently to the initial wall prior to breakage.

Here is the scene lit with a type of dawn light, although i cant do too much until i have the graded image of the final product. So i still have to keep on with connecting the fluid properties to Mayas physics fields.

This image here shows that i also turned the resulting debris into particle emitters. I am currently in the process of texturing them to be a smoke particle by using an apparent “cloudlet” feature. But i am still on the hunt for that. So things are on the way….slowly, starting to get a tad bit tense. But whats new eh?