Update - 12 Apr 2021
Hydralisk magic attack
I try to create a magic effect with a particle sim but, I encountered some issues with the movement of hydralisk's head.
I've changed my strategy. Magic procedural attack its the answer.
Update - 12 Apr 2021
I think, I can't reach the goal. Only 3 days left...and I'm working on the smoke sims...
Update - 1 Apr 2021
Before calc smoke sim, I must define Hydralisk first attack.
The first approach was an spider's web attack...I haven't enought time
I like this look!
Update - 22 Mar 2021
After some research and hundreds of sims, I got it!!
With you...the final setup.
Whit material fracture, I was made three cuts, with the focal point in the first Hydralisk hit.
I have 3 types of constraints. Cone twist, Spring and some weak Glue to hold all pieces.
I can break it!
With this setup, the end result did not convince me, needed something else.
I hope you like it!
Update - 23 Feb 2021
After many many fractures, dozens of sims, a lot of cache files...I leave the RBD simulation for now
I can't get to the reference aspect
When I broke the pieces, some normals turned inwards and displaced their center of mass. Well, looks funny.
And, of course, a typing error in an attribute wrangle made me lose 32 sims
And finally, the sims:
I'm going to the next effect, I need a break of RBDs. I think I will go back to the original idea of using grains for this effect.
Update - 12 Jan 2021
Well, yes...more hexagons.
I guess I'm a little chaotic. I try to organise myself.
Update - 29 Dec 2020
After some tests with only grains, I realized that that was not what I looked for. I needed references. Above all, the appearance of a rocky desert, and how it breaks. Some videos of industrial explosives works fine for this.
The RBD sim takes care of to emit the particles for grains simulation.
To interact with Grains sim, I cached the RBD sim in VDB format.
And here is the final result.
Update - 17 Dec 2020
Before continue adding entries, I think I should explain where this project is going. I'm going to get as close as possible to one of the 3 concepts provided, in principle we should adjust to a production environment.
WARNING: I have never worked in VFX. The steps I detail below are probably not the right ones. This is my vision of how it can be done, nothing else.