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PHYSICS BASED SIMULATION (FX/EFFECTS)
Rigid Body Dynamics( no collision and glue constraints)
Rigid Body Dynamics(collision without glue constraints)
Rigid Body Dynamics(collision with glue constraints)
RIGID BODY DYNAMICS NETWORK MAP
Network Map Explanation(Step Wise)
1 - The base geometry for this project is inspired from the real world walls which include sandwiching of bricks in between layers of cement and other kinds of materials.
2 - In order to achieve this geometry a plane of a box is divided into n number of rows where alternate rows are grouped together and divided further with an offset to achieve the alternate arrangement of bricks.
3 - with the help of facet node these divided surfaces are split into unique points for brick like individual pieces which are to be extruded to create a layer of bricks
4 - this layer of bricks is sandwiched in between 2 layers of solid cement planes with proportional thickness.
5 - These layers are finally merged together with the merge node.
6 - With the base geometry ready it is time to fracture the geometry.
7 - The initial box created is used to create volume with the help of vdbfrompolygons node which is then fed to generate points with the scatter node
8 - Both the points and base geometry are then fed to voronoifracture node to create fracture patterns.
9 - These fractured pieces are then assembled and connected with the help of assemble and connecttoadjacentpieces node before finally moving into the DOP network.
10 - With the help of attribwrangler node we assign a name attribute to the pieces connected with coonectoadjacent node whose data is later fed to DOP network(glueconrel) for gluing
11 - Also a wrecking ball(sphere) is a must as a source fed into the rbdobject node in DOP network.
12 - These 2 are then merged and fed to bulletrbdsolver
13 - We finally add a constrained network in order for fractured patterns to remain intact with the help of bulletsolver and glueconrel node
14 - The whole setup is then merged with a ground plane and fed to the gravity node for realism.