Really good tutorial! After 20 years of C4D I finally moved over to Houdini but also have been dabbling with Blender because of the wide variety of low cost add on’s that make Blender a pretty good source of additional tools for almost any pipeline. The beauty of this tutorial is that the techniques you demonstrated can be applied to almost any DCC as long as it has basic fracturing and rigid body dynamics. Excellent stuff! Subscribed!
Wow! What an awesome video. Totally hypnotizing. I spent so long in C4D paying for FX like this and now you show us how easy it is in Blender........ for FREE! 😮 Many thanks, Liked and Sub'd.
@@AlbinThorburn If you want to create a destroyed building but not animated, can this method be used using the last frame as the object render or would you have to destroy the building by vertices?
Bro you the one who made my dream tutorial. I left blender just because when I c tutorials it's always confusing. But I watched you and you know what I can now get back in to blender :) thank you please do more tutorial like that
i would love to see a version of this that uses some geonodes to build up a pseudo frame (i.e. wood or metal frame, "drywall" layer, "concrete" exterior), and then either a geonode or python enhanced selection (or driven by impact from a particle or geometry), that then convert the selection into fracture patterns characteristic of the underlying material. the geonodes could automatically solidify the geometry that would be exposed, and then in magic world fracture each of the layers into characteristic sizes and patterns (even cooler if based on the size and speed of the collider). EVEN cooler would be some automatic "small particle debris", micro chunk debris, and dust layers, each created at the source of the fracture, inheriting some element of color or something. wild to think blender might actually be able to do this.
I mean you're pretty much asking for a complete AAA solution for RB destructions. Don't get me wrong, I'd kill for a course like that on such a complete topic, but don't expect to see something like that up on youtube. Also, I think Houdini is much more suitable for what you're looking for. Even though it would be a complete new software to get into if you don't already use it, Houdini offers a ton of built-in tools that make stuff like this so much easier, rather than building all the fundamental blocks yourself through the geometry nodes system.
@@AlbinThorburn oops, just commented almost the same thing on your other video not noticing it was still you lol! I might play around and see if I can get the general principle to work... then maybe pass it off to someone with more quality lol
Thanks for the genuinly great tutorial. When you apply the solidify modifier at 7:30 to the fractured section how do you stop the balcony bars from becoming bigger too?
Building destruction always forgets the rebar and plumbing... While the detail is visually stimulating and it's fantastic to see this broken down in Blender, I'm always looking for realism in these VFX tutorials.
hey I need help when I try to separate by loose parts during 6:48 instead of getting the fractured parts of the building I just separate all the parts of the fence that I joined together at 3:30
If you change your mind later on and decide you want the explosion to start at frame 50, how would you access the control for that after you already applied the modifier?
Thanks for that nice and clear tutorial, I have a question : Why didn't you use the Cell fracture to get all the pieces of the center of the building ?
Great question! Mostly because cell fracture is really picky when it comes to how you make the geometry, if I would just cell fracture this building it would leave loads of ugly artifacts. Allso because this method is faster, and it gives uneven edges! :)
Hi,amazing toutorial and very good step by step explenation of what's on the screen. I have an issue though, when i'm done and i want to render the animation as soon as i hit the F12 key the Icosphere pops out and ruins the final product. How can i hide it effectively so it won't show while rendering? Thanks!!!!
Hey ! It looks aswesome ! Can I do this and somehow save the mesh in the final state of the explosion as the static default mesh ? I would like to try make building like this and import them in unreal with the destruction done. Is it viable to do so ?
Amazing! A suggestion, I would say another destruction but with metals. Like you know Sc-fi building are mostly made of steel and I wonder how you can pull of a steel wall destruction. I assume some would bend and I do not know how to do that. Thank you!
Good idea! I think you could achieve an effect like that by using other kinds of constraints. I will definitely look into that. Thanks for the feedback!
Love your video! I am doing similar things in the future with a new computer so may I know what CPU and how much RAM you need to do this fluently? Thanks!
Having trouble getting loose parts to be properly separated. It doesn’t select all of my mesh object after hiding the building and focusing on the small wall part
Were you in Eevee or Cycles? Rendering as a video or as png sequence? Rendering in 4k or 1080p? How many samples, etc.? Lots of things could have made a difference.
After applying the solidify modifier to one piece, I used the copy attribute, and I got some weird geometry collapse especially wall that for the + sign. Any idea what I'm getting wrong?
This tutorial video thumbnail was buried between a bunch of news channels covering the Ukraine/Russia war showing the destruction, I found it strange 😞 I have a old coworker that has since moved on to work at a studio in Canada that does VFX for the Marvel universe. His specialty is in destruction and their industry the houses primarily use Cebas Thinking Particles and Houdini for stuff that needs custom Python scripting tools. One thing I noticed that would really help with the sell of destruction is having splintering lumbar layered in your geo where your fractures are essentially stretched in the long direction. Checkout the video example on his website and you'll see what I mean. Sick tutorial nonetheless!
Hey, thanks for the tip! That's wierd that youtube would bundle it together like that. I love making effects like this for short films but it's absolutely devastating seeing stuff like this in real life.
I NEED HELP After I apply the Array Modifier on both X and Y and the subdivision when I go on Edit Mode I can only select the orginal Flat and not the others
@@AlbinThorburn So it might best to make like two separate simulation or to have like a copy and at the point where the simulation starts you swap them out
in 8:32, blender stop reconizing the edges when i do this. either it blows away too when animated or the animation don´t even happen. why? is it a version problem (i´m using 3.2)? or is it something else?
Great video! It was very helpful! I noticed that in 3:35 the Cube.001 and Cube.002 are suddenly not seen and only Cube object is present in the Outliner. I followed the steps up until then. It doesn't seem to have disappeared for me as shown in video and all three Cubes are there for me. :( Plz do help me if I had done anything wrong in my part. I'm really new to blender. 😓
I'll definitely cover texturing in future videos, but on this one I wanted to keep it simple. You can check out my wall destruction video, I do some texturing in that one!
@@AlbinThorburn I saw the wall destruction video and the texturing part, but I can't apply textures using that example in this building destruction scenario. If I add a building facade texture, the faces of the fragments end up with a different scale as the part of the building that remains standing. Also, I think we'd want the inner sections that get exposed after the explosion to look different than the exterior. I'm thinking that, unlike in the wall destruction case, for this case it might be better to texture the whole building before applying the quick explode effect. But I wondered if you'd use a different approach.