Posted by Ken Pimentel, 7 February 2012 7:00 pm
OK, so first of all, this is an experiment in teasing, if you can't have fun with it, then move on. I promise not to make a habit of this.
Here's the idea, give me your best interpretation of what this picture might represent, and if you get close, I'll insert the video. I don't think beta people can play this game as they know too much. I'm looking for a particular magic word to unlock this video.
Clue: it's going to make a whole lot more sense when you see the video sequence than a static picture
OK, you guys really got into this and yes, several people said the magic word. Now you'll get the video. Please note, the video was an "over the shoulder" capture of something in the lab, it is not a professionally narrated piece. You're not supposed to be seeing this...
From the designer:
This scene is a MassFX simulation that includes mRigids (using a new concave meshes option), mCloth objects, breakable Constraints, and mCloth tearable cloth. A lot of the scene geometry (all the stacks of logs) were stacked running separate simulations, just to get a nice realistic distribution, and then baked into their final positions.
The highlight of the simulation is the use of standard Max forces. The forces used include a spherical Gravity, two PBombs, and a Vortex field. These affect the rigid bodies, and mCloth, which not only reacts to the forces, but is also capable of respecting pinned verts and tearing under the influence of the force.
There is a PFlow system, but it’s a pretty standard particle system under the influence of some of these forces. The particles are not dynamic. The shattering windows were pre-shattered using a free script, and then the fragments were assigned as rigid bodies.
The render came from the free script PowerPreview (which uses the Nitrous viewport to render with). Looks nice because the Nitrous viewports were using all the nice bells and whistles… photometric lights, exposure control, realistic shading, shadows, AO, etc.
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