At the end, you asked for suggestions on improving the quality of your video format. Honestly, brother, I'd be surprised if you get any. The quality is already through the roof! The result is incredible, the pacing of the tutorial is engaging, the narration is clear and concise. Your style is humble but skilled and confident. You're doing a fantastic job at creating these videos. Just keep up the great work man!
I won't lie. I had to replay often, but I learned a lot. I think there are many steps that would be easy to forget about if one didn't do this kind of effect on a regular basis.
Since you've made the two best cinematic cell fracture tutorials, I'd like to challenge you by suggesting you to make a tutorial where a projectile enters a material or ricochets in slow motion. It would be great to see such a scene where you can see the impact in as much detail as possible, with sparks, deformation of the projectile etc. And all that in slow motion and depth of field. This would certainly put the focus on the details as there is a lot going on in slow motion here. Just a suggestion! 🙂
1:48 - !!!!!! YES !!!!!! that has saved me probably DAYS - I had a OSM object that contained all of the buildings - but they weren't INDIVIDUAL - EDITABLE objects - so I was in the process of learning landscape and building creation .... but not now!
I actually really love your tutorials. You have a near perfect format of showing exactly as much of the process as you need to get the point across but not so much that it gets tedious. Bra jobbat! :) I do have a tip though. Instead of having to right-click every field and copying it to the selected objects you can just hold "Alt" while clicking a box or changing a value and it will get replicated to all the objects that you have selected. I think it will save you a bit of time.
Thanks for inspiration, ideas and teaching quickly the basics! It's now my first time doing Exploding Simulation, and I'm quite happy about the outcome so far, and after adding some more elements, it for sure is going to look better than it already is! Sadly I just had one problem that I didn't get "connect" properly working with my bridge pieces _(which is probably something that might often have some struggling with)_ , which for sure would've added realism to the scene I'm working - but glad the view of the exploding is seen only on a few frames on the animation, so it's not that it would cause so much problem on this specific scene. But as always, most of the problems usually seem to _resolve themself_ after a better in depth understanding of how the simulation acts and works in different situations, which also is something that time usually provides the answers at last, if nothing else.
This is amazing! No idea why I'm only finding it now, but it's really well made. One suggestion for improvement (not in terms of the video format but rather final render) would be the scene lighting- it would make the final product even more enticing for people to try recreate. Other than that though, awesome video!
Awesome demolition! I especially enjoy how your different layers work together and that they don’t fall all at once. I personally wouldn’t mind a slightly slower pace though ;) Keep up the great work, truly amazing!
Wow wow wow, another amazing and good quality blender tutorial, ty for this amazing tutorials. I realy want to see how this tutorials and your channel improves by the time ❤️❤️
This looks really good... I would love to see maybe a way to "define" the material and grain direction with some attribute, and then be able to use geometry nodes and the new simulation nodes, so that you could maybe model a building, with brick wood plaster and glass all defined in the individual object's attributes... and then be able to assign a collider or explosion source in in the geometry nodes, and be able to move the destruction location around without completely re-doing everything
Nice and well done methodology tutorial ! But, to answer your suggestion request at the end of the video, you may need to hit an add-on that display's the devices keys your are using in blender. And maybe subtitles for the very importants quotes and task ^^
I would say if you can add shaking and dust coming off the entire surface of the wall also the ground when the projectile hits, right at the start of the explosion. That is what I notice on some video footage of projectile hitting wall, the shock makes the entire wall emit dust, not just the part that is hit.
Hi, Love your tutorials. I noticed that you're not doing any smoke sims on the actual debris itself but rather just bringing in VDBs. Maybe a challenge you can do is actually creating smoke simulations on the debris itself so when the collisions happen there's accurate smoke trails from the shrapnel?
Hi a Great workl I have a question.When rendering I see the emitter (sphere). What do I have to set so that I only see the particles but not the sphere.
Thanks for the tutorial. Have you detailed information bout texturing this scene. I have some problems with bricks (it always looks not realistic) Maybe you have a tutorial about it?
in every simulations in blender there are always some pieces that keep moving in the end in a weird way, also in this, the overall look is quite good but how to easily fix magic pieces that act like that? when you try to keep changing masses, links and so on to fix, everything can go bad easily
Great tutorial! But what did you do between 11:57 and 11:59? Im trying to recreate the smoke but im stuck with the shape as seen at 11:57 without the individual puffs like at 11:59 after you cut the footage… :/
Is it possible to somehow PLUG this data into some OTHER game sdk to make walls destsructible in game? Rather than just merely a pre-rendered VIDEO?!?!?
I love this tutorial but I can't seem to connect all the bricks somehow. I'm disabling collisions and turning on breakable on my constraints but there's one single brick that breaks and prevents the bricks from sticking together :( EDIT: Looks like the floor was messing that somehow. Just moved it and it looks like it's sticking Also. On another blendfile I found out I had some hidden geometry with a rigid body sim turned on and that made the wall explode itself. Just writing it down in case someone's end up making the same mistakes I did.
Hey there, amazing tutorial. I tried rendering the output in evee but the materials look very weird. At one frame the materials are alright but on the next one the wall just renders as solid i.e, without the textures on some parts. Any help?
Tetures and render quallity definitelly, bricks not destruct realistic, wood look quite realistic, wall could have 1 more layer (concreate and stuco). Bt in overal its really nice tutorial, I am out of money, so I am lelearning all in blender...
what you did at 6:00 too much skipping is not good, you added rigid body to the plaster and connected what with what? in your animation the plaster comes off with the broken bricks but in my animation entire plaster falls off. Please help
Haha, hey bro.... Am working currently on the same thing...and faced the exact same problem.😂 Maybe this is how Blender rigid body works.But after tweaking here and there, and enabling rigid body on the plasters several times, animated a passive body separately, I got the desired result. But Fx forge here is maybe trying to show the animated bricks as rigid body, which isn't working in my case and maybe yours.
Please i don't understand 6:00 - 6:05, i can see during the simulation some of your layers are shattered while some on the upper side are still together with the bricks. For me all layers were shattered and falling down, though some are attached to themselves but not attached to the brick. Please what am i doing wrong?
Bro i'm trying to run a wall destruction sim. but the problem is that i can not get to make the plaster layer to stick to each other until affected by the block animated rigid body. What could be the cause? I've tried increasing the treshold and changing a lot of things but it just keeps falling apart in the beginning of the sim
@@AlbinThorburn that's what I did before seeing this reply, thanks And I also used animated instead of dynamic to make it stay before the impact, especially on the edges that will not move
2 questions 1. When i have duplicated it, i cant select the original plaster again (i can but then i select the brick as well) 2. When i am Lucky and can select the plaster again, i got the problem that i add a rigid body ect. and when i play the animation the original cube flows away together with the other pieces?
Hmm, that doesn't sound quite right... Maybe you forgot to apply the origin to the center of the pieces? You can change what parts you want to explode away by checking "animated" on the rigid body tab. Leave a new comment if you need more help, that way I can see it here from youtube studio.
@@AlbinThorburn yes it did work, but also (idk if its right but it worked) i deleted the original cube after i cell fractured it. There is still one thing i am stuck with tho, and that is when i try to connect the plaster it doesn't show up, the only option on rigid body is: add active, add passive, remove, change shape, calculate mass and apply transformation. wich is strange because it showed up on the brick?
Around 2 minutes 40 when you run the first simulation, it runs perfectly fine but when I do it, its slow and laggy even though when I check task manager, nothings maxing out with the biggest percentage being 35% on memory, is there any way I can maximise my PC so it stops being slow when doing the physics simulations?
I don't understand at 2:48 1) why the simulation takes place as if the bricks are exploded just by changing their origin to their center, and 2) at 2:59 why after applying scale they don't "explode" anymore. Could anyone explain this so that I understand better how things work please? Second question is most important
If you don’t apply the scale the objects might be simulated as if they were bigger than they are displayed, so they collide with each other instantly and booomm!
Good tutorial, but if you want a sugestion, You talk and explain things too fast, it wouldn't hurt to go a little slower. Other than that, awesome tutorial! ;)
That's one tough wall. The chipping really complimented the effect.
Swedish build quality ;)
At the end, you asked for suggestions on improving the quality of your video format. Honestly, brother, I'd be surprised if you get any. The quality is already through the roof! The result is incredible, the pacing of the tutorial is engaging, the narration is clear and concise. Your style is humble but skilled and confident. You're doing a fantastic job at creating these videos. Just keep up the great work man!
That's awesome to hear. Thank you! Made my day
I won't lie. I had to replay often, but I learned a lot. I think there are many steps that would be easy to forget about if one didn't do this kind of effect on a regular basis.
That begining demonstration is all i need to see to subscribe
You’re saving a lot of peoples time that’s for sure. Good job!
Since you've made the two best cinematic cell fracture tutorials, I'd like to challenge you by suggesting you to make a tutorial where a projectile enters a material or ricochets in slow motion.
It would be great to see such a scene where you can see the impact in as much detail as possible, with sparks, deformation of the projectile etc. And all that in slow motion and depth of field.
This would certainly put the focus on the details as there is a lot going on in slow motion here. Just a suggestion! 🙂
Definitely writing that one down. That would be so cool! :D
Reminded me a scene from Crysis 1 trailer when a bullet hits nanosuit in maximum armor mode
1:48 - !!!!!! YES !!!!!! that has saved me probably DAYS - I had a OSM object that contained all of the buildings - but they weren't INDIVIDUAL - EDITABLE objects - so I was in the process of learning landscape and building creation .... but not now!
this is a top tier tutorial dude its so straight to the point, very nice
Thank you!
Dude. I LOVE YOUR DESTRUCTION VIDEOS!!! Please make more and more!! I love them and I love the way you teach.
Thank you :D
you improved my skills. Thanks for giving me the chance of being successful man in my life
Great to hear. Keep learning!
I actually really love your tutorials. You have a near perfect format of showing exactly as much of the process as you need to get the point across but not so much that it gets tedious. Bra jobbat! :)
I do have a tip though. Instead of having to right-click every field and copying it to the selected objects you can just hold "Alt" while clicking a box or changing a value and it will get replicated to all the objects that you have selected. I think it will save you a bit of time.
You just saved me a lot of time XD THANK YOU!
Amazing tutorial! I didn't find anything as good anywhere else! I'm really grateful you did it, and Keep up the good work!
Amazing work, amazing explanation. Just what I was looking for for a long time...
Thanks for inspiration, ideas and teaching quickly the basics!
It's now my first time doing Exploding Simulation, and I'm quite happy about the outcome so far, and after adding some more elements, it for sure is going to look better than it already is!
Sadly I just had one problem that I didn't get "connect" properly working with my bridge pieces _(which is probably something that might often have some struggling with)_ , which for sure would've added realism to the scene I'm working - but glad the view of the exploding is seen only on a few frames on the animation, so it's not that it would cause so much problem on this specific scene.
But as always, most of the problems usually seem to _resolve themself_ after a better in depth understanding of how the simulation acts and works in different situations, which also is something that time usually provides the answers at last, if nothing else.
Your channel is amazing quick tutorials with no bs it’s just the best sort!
This is amazing! No idea why I'm only finding it now, but it's really well made. One suggestion for improvement (not in terms of the video format but rather final render) would be the scene lighting- it would make the final product even more enticing for people to try recreate. Other than that though, awesome video!
本当に助かりました。良い動画をありがとう。
this is most useful tutorial. thank you for this nice work.
Brilliant work, love these tutorials 👍
This is such a great tut! looking forward to see next ones! :D
Literally the perfect tutorial that a beginner should expect. Keep up the great work man we appreciate soooo much 😀😀❤️❤️🤗🤗
Thanks! I'm glad you liked it:)
I love how i watch this video when barely knowing how to insert a cube into blender
amazing looking to make a building blow up!
this is what i looking for
Awesome demolition! I especially enjoy how your different layers work together and that they don’t fall all at once. I personally wouldn’t mind a slightly slower pace though ;) Keep up the great work, truly amazing!
Tack farsan!
Wow!! That’s awesome!! Thanks for your great tutorial 😍
Glad you liked it!
Very clear tutorials! Thank you!!👍👍👍👍
very very useful tutorial. thanks bro.
Maybe a video on some metal bending / destruction? Would love to see that!
I'm working on a tutorial on bullet hits in slow motion, and I'll simulate some metal in that one!
@@AlbinThorburn Nice to hear! Looking forward to it!
Wow wow wow, another amazing and good quality blender tutorial, ty for this amazing tutorials. I realy want to see how this tutorials and your channel improves by the time ❤️❤️
It'll be fun to have you around! :D
Outstanding
good video
Really great. Thank you!
Love this tutorial, thank you so much!
You're welcome! Glad you liked it
This looks really good... I would love to see maybe a way to "define" the material and grain direction with some attribute, and then be able to use geometry nodes and the new simulation nodes, so that you could maybe model a building, with brick wood plaster and glass all defined in the individual object's attributes... and then be able to assign a collider or explosion source in in the geometry nodes, and be able to move the destruction location around without completely re-doing everything
That's such a cool idea! I'm hard at work trying to figure out destruction with geo nodes, I feel like there are some cool opportunities with that.
great video thanks
Wow nice bro 👌👌
so cool , keep it going!
Thank you! I will :D
thank you, bro , this looks very nice
Nice and well done methodology tutorial ! But, to answer your suggestion request at the end of the video, you may need to hit an add-on that display's the devices keys your are using in blender. And maybe subtitles for the very importants quotes and task ^^
I would say if you can add shaking and dust coming off the entire surface of the wall also the ground when the projectile hits, right at the start of the explosion. That is what I notice on some video footage of projectile hitting wall, the shock makes the entire wall emit dust, not just the part that is hit.
Oooh I see what you mean. Like when the shockwave hits. Good eyes, I'll do that next time. Thanks mate!
This video is right on time. I was wondering how I could make a wall like this.
Nice work
Great Job
Nice video
Hi, Love your tutorials. I noticed that you're not doing any smoke sims on the actual debris itself but rather just bringing in VDBs. Maybe a challenge you can do is actually creating smoke simulations on the debris itself so when the collisions happen there's accurate smoke trails from the shrapnel?
I'm sure that would look great! :D
Які неймовірні речі👍 Настав час зруйнувати кілька будівель)
Hi a Great workl I have a question.When rendering I see the emitter (sphere).
What do I have to set so that I only see the particles but not the sphere.
There is a "show emmiter" box under the render tab on the particle system. Dissable that :D
Very Good Bro
Grate tutorial thanks
Cooool.
Thanks for the tutorial. Have you detailed information bout texturing this scene. I have some problems with bricks (it always looks not realistic) Maybe you have a tutorial about it?
in every simulations in blender there are always some pieces that keep moving in the end in a weird way, also in this, the overall look is quite good but how to easily fix magic pieces that act like that? when you try to keep changing masses, links and so on to fix, everything can go bad easily
You can try increasing the simulation steps in the scene tab :)
that is cool
Great tutorial! But what did you do between 11:57 and 11:59? Im trying to recreate the smoke but im stuck with the shape as seen at 11:57 without the individual puffs like at 11:59 after you cut the footage… :/
I'm just animating that emitter to shape the smoke :)
Tack! Otroligt behövande :)
superb its helpful thank you brother
Tnks bro❤🔥
it's great tutorial... that's amazing..thanks..
HAT OFF. brooo 🙏🏻
Eyyy🥳
very cool learning material. subscription)
keep up the good work
Thank you!
Is it possible to somehow PLUG this data into some OTHER game sdk to make walls destsructible in game? Rather than just merely a pre-rendered VIDEO?!?!?
8:30 texture
12:27 hiệu ứng hòa tan
2:15
3:37
11:32
14:05
Tell ya Hwhat, Blender SURE does love crashing a lot doing this
Haha yes it crashed maybe two times while filming this video
@@AlbinThorburn only two? You lucky mofo
hey man, awesome content! however, the armature menu changed in blender 4.0 and i am confused since i am a beginner. please help
спасибо добрый человек!
Добро пожаловать! Спасибо за просмотр
Wizard
I love this tutorial but I can't seem to connect all the bricks somehow. I'm disabling collisions and turning on breakable on my constraints but there's one single brick that breaks and prevents the bricks from sticking together :(
EDIT: Looks like the floor was messing that somehow. Just moved it and it looks like it's sticking
Also. On another blendfile I found out I had some hidden geometry with a rigid body sim turned on and that made the wall explode itself. Just writing it down in case someone's end up making the same mistakes I did.
Good
Hey there, amazing tutorial. I tried rendering the output in evee but the materials look very weird. At one frame the materials are alright but on the next one the wall just renders as solid i.e, without the textures on some parts. Any help?
Im shocked how easy it is to get something like that.
That's awesome! That's exactly what I'm trying to do, make "scary" 3d stuff approachable :)
Tetures and render quallity definitelly, bricks not destruct realistic, wood look quite realistic, wall could have 1 more layer (concreate and stuco). Bt in overal its really nice tutorial, I am out of money, so I am lelearning all in blender...
what you did at 6:00 too much skipping is not good, you added rigid body to the plaster and connected what with what? in your animation the plaster comes off with the broken bricks but in my animation entire plaster falls off. Please help
Haha, hey bro....
Am working currently on the same thing...and faced the exact same problem.😂
Maybe this is how Blender rigid body works.But after tweaking here and there, and enabling rigid body on the plasters several times, animated a passive body separately, I got the desired result.
But Fx forge here is maybe trying to show the animated bricks as rigid body, which isn't working in my case and maybe yours.
WTF? I've made destruction simulations before and never know about chain by neighbors!
i have stretched UV's on the side of the brick. how did you fix it?
Cool. But since you made it so realistic then maybe bricks should get destroyed too a bit ... :P
Please i don't understand 6:00 - 6:05, i can see during the simulation some of your layers are shattered while some on the upper side are still together with the bricks. For me all layers were shattered and falling down, though some are attached to themselves but not attached to the brick. Please what am i doing wrong?
on 3:53, how did you make the cubes and constraints go into one single object in the top right. So its easier to work with?
nvm i see now
HOW TO render export my video is not playing after exporting video , the video becomes image
Bro i'm trying to run a wall destruction sim. but the problem is that i can not get to make the plaster layer to stick to each other until affected by the block animated rigid body. What could be the cause? I've tried increasing the treshold and changing a lot of things but it just keeps falling apart in the beginning of the sim
You can always cheat and change the rigid body world to start at the frame of the explosion! :D
@@AlbinThorburn that's what I did before seeing this reply, thanks
And I also used animated instead of dynamic to make it stay before the impact, especially on the edges that will not move
Does it work as it is in 3.4 and beyond?
where can I download smoke elements from? can anyone please help?
How did you made the explosion sphere invisible?
next to the object in the outliner (top right of screen) there is a camera symbol and an eye symbol. click both
Спасибо
How to create sand particle simulation in blender
2 questions
1. When i have duplicated it, i cant select the original plaster again (i can but then i select the brick as well)
2. When i am Lucky and can select the plaster again, i got the problem that i add a rigid body ect. and when i play the animation the original cube flows away together with the other pieces?
Hmm, that doesn't sound quite right... Maybe you forgot to apply the origin to the center of the pieces? You can change what parts you want to explode away by checking "animated" on the rigid body tab. Leave a new comment if you need more help, that way I can see it here from youtube studio.
@@AlbinThorburn yes it did work, but also (idk if its right but it worked) i deleted the original cube after i cell fractured it. There is still one thing i am stuck with tho, and that is when i try to connect the plaster it doesn't show up, the only option on rigid body is: add active, add passive, remove, change shape, calculate mass and apply transformation. wich is strange because it showed up on the brick?
hi,How can I get export glb or fbx from this file?
Around 2 minutes 40 when you run the first simulation, it runs perfectly fine but when I do it, its slow and laggy even though when I check task manager, nothings maxing out with the biggest percentage being 35% on memory, is there any way I can maximise my PC so it stops being slow when doing the physics simulations?
I'm not sure actually, perhaps you could lower the simulation steps in the rigid body world?
mine keeps crashing when i did the connect thing any idea why? ive got a good pc so thats not the problem
maybe your bricks are touching each other?
How do you make the particle emitter disappear?
It's under the render settings on the particle system, there's a checkbox for "show emitter"
I don't understand at 2:48 1) why the simulation takes place as if the bricks are exploded just by changing their origin to their center, and 2) at 2:59 why after applying scale they don't "explode" anymore. Could anyone explain this so that I understand better how things work please? Second question is most important
If you don’t apply the scale the objects might be simulated as if they were bigger than they are displayed, so they collide with each other instantly and booomm!
@@AlbinThorburnOh i see! Thank you so much for answering 😊
@@AlbinThorburn @AlbinThorburn Oh i see! Thank you so much for answering!
"What effect would you like to see next?" - Any special effects can be good since there is not that much of specific things like you do?
That's a good idea!
🤗
Good tutorial, but if you want a sugestion, You talk and explain things too fast, it wouldn't hurt to go a little slower. Other than that, awesome tutorial! ;)
Great feedback! I'll take that into consideration :)
How long time ..you Come
HUH xD
How to transfer such VFX from Blender to UE4?
I'm not sure, but you can try exporting everything as an fbx file
How yo added the sound at final render?
I used hitfilm and just got some sound effects online :)
Graphics card has left the chat.
3:48 complication, but I don't know how to blinding "connection pibot?" ...
Im not sure how to fix that:/ try going to object-set origin-origin to centre of mass. Cheers!
What i saw: Wall destruction simulation in blender
What i did: How to destroy your GPU
🤣