1. Z by C


    from Michael Stark Added 1,397 76 5

    So this is all pretty straight forward. The actual process of it is based off of Anselm's Pflow tutorial from back in the day and that Projection table in Avatar. All I did was change it from scaling on Z to displacing it's Z position based off of the color values. I'm using an AddMultiply Helper to do just that to the color values. I used a standard Material who's position was rotated so that the lower it was the bluer. The middle - green, the highest points red. Also, it may look like there is flickering from the render, but if you look close you can see the cubes jumping a bit. This is caused by the compression from the terrain map. I like it though, it's gives it a more natural feel to the movement. The InMesh is using a Cylinder which deletes particles outside of it to create the circular cutoff.

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    • Low poly Tree with C4D


      from Michael Ignatiev Added

      Music by Dan-O at DanoSongs.com

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      • Breaking glasses


        from Jose Arrebola Added 531 4 1

        Activators procedural fragmentation from shooter. Improved simulation, no more friction issues, 90 subsamples/sec. simul.time 9min48secs. maked with DOM (Destruction-O-matic). Number of particles: 9178 plus debris.

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        • NEWS


          from Alexx Gorr Added 133 3 0

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          • Tp_Test: Smashing a Wine Glass


            from Eric Alphonse Added 172 1 0

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            • TP test_01


              from takhachhe Added 1,736 123 12

              Simple SC test.. fragmented using volumebreaker and used SC for simulation..

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              • WIP_Kuiproject_power


                from Victor Wei Added 608 43 6

                Working in progress.Still have to tweak a few things here and there.

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                • DOM glass test


                  from Jose Arrebola Added 179 2 3

                  Activators procedural fragmentation from shooter, maked in 3dsmax with DOM (Destruction-o-matic) for Thinking particles.

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                  • Wooden Bridge Destruction [2010]


                    from Yigit Acik Added

                    An old work of mine, done in 2010 Christmas. Purpose was to test out Rayfire's new "wood splinters" feature. Bridge simulation relies mainly on Rayfire. Thinking Particles for secondary details like flying wood shards. FumeFX trail & explosion are also driven by TP Software: Max & RayFire & Thinking Particles & FumeFX & Final Render Bridge modeled by a friend of mine Savaş Sönmez www.yigitacik.com

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                    • ButterFly test 01 TP4


                      from Piotr Weiss Added 99 0 0

                      TP fragmenter and volumebraker in action :)

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