And the baked and rendered version of hurricane cabin. I re-did the siding boards entirely and fractured them with more detail (RayFire WoodSplinter fragmentation type). It still contains pretty good actually and runs stable, the secret is in the weld threshold of the physx shape! Everything was baked out with PFlowBaker and THEN detailed! The wall fragments were quadified and the crack edges got a noise treatment. Simulating with the jagged edges would have probably caused physxplosion.
FumeFX and Debris emits from crack edges that have a different material ID. Emission is triggered from speed when the board start to move significantly with a speed test to pass them from a locked on emitter state to loose/force influence. For the fumefx emission i just used the PFlowAB operator to only emit from the event that passed the speed test. no violent movement > no fume or splinters.
No couch this time, i got lazy shading the interior.....Rendered with VRay and 3d mblur.
Little less then a days work with the setup i had in place.
Model is made by Oliver Auguszt (as credited), check out his stuff: vimeo.com/user7652206. Flow by me.
Hope you like it!
Check out Tornado Cabin: vimeo.com/37564198
Hurricane Cabin (Previews): vimeo.com/37552477
And Kaboom Cabin: vimeo.com/37602289