Advanced Destruction Effects in Blender 3d: Full Tutorial (ft. KHAOS Add-on)

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[Music] what's up guys it's brad from light architect in this video i'm going to be showing how you can create some advanced destruction inside of blender utilizing the chaos add-on and rigid body constraint organization system we're going to be destroying this house here and i'll put a link to a free download of this house in the description below but of course you can apply these concepts to other 3d assets as well but one thing i do recommend you do is as you can see here just divide your house or whatever object you are destroying into different collections of the different elements of the house so for example you can see that i have some interior beams here you know just separated so that we can kind of fracture these in different ways so it's not just one object but rather organized into different collections of each individual piece but anyways guys let's get started the first thing i'm going to do is actually create a wrecking ball that's going to destroy our house here so to do that i'll just put our 3d cursor up here i'll press shift a and we'll add a torus and this should be pretty good i might bring down the minor radius a bit here maybe 0.15 so it's a smaller chain here and i'll rotate it on the x-axis 90 degrees like so and we're going to use this to make our chain so i'll press shift d duplicate it grab it bring it down here just so it's another link in the chain rotate it on the z axis 90 degrees and now i'll select both of these press shift d duplicate them and drag them down a little bit more and now we have two more links in the chain and now we'll select all four of these shift d duplicate bring these down here until we have a chain that's long enough so i'll just repeat this process a few more times and make sure that none of your chain links are touching each other they should just be close all right so i think this change should be long enough here now what i want to do is select our last chain and i'll go into edit mode here and i'll press shift a we'll add a uv sphere and we'll just put this uv sphere on our last chain link here and scale it up to make this our wrecking ball and now we have something like this so now we'll go back into object mode and now it's time to make these rigid bodies so i'll select all of them here and i'll go to rigidbody add active and then that's going to add the active object as a rigidbody and then we also want to go to rigidbody and then copy from active and now as you can see here if we go to our physics properties tab we have dynamic rigid bodies here we do have the shape as convex whole we want to change this actually to mesh and you can see here now if we play through our scene uh actually we need to first before we play through our scene copy again our rigidbody settings here so that all of them have the shape of mesh so now if we play through our scene you can see that our wrecking ball is falling which is what we want however we do want this top link to be static so we'll go ahead and go to its rigid body settings and deselect the dynamic option and now as you can see here if we play through our scene it actually uh acts as a wrecking ball should where the top chain link is holding everything in place so now we can do now that we have our wrecking ball set up is kind of position it so it will swing through the building so i'm going to have it swing through the front portion of our house here so i'll just go kind of in front view here drag it down something like this i think rotate it around here drag it over this way probably something like this should be pretty good alright so now we want to rotate the wrecking ball up so i'll take our 3d cursor selection here and i'll select the 3d cursor where that first link is and now what we can do is actually select to rotate around the 3d cursor here so select this and when all of our wrecking ball is selected we can actually just rotate it up here and it'll rotate around our 3d cursor and it's not perfect right now but just kind of dial it in as best you can and let's go ahead and test it out really quick so just play through our scene all right so we have some sort of rigid body simulation here before we start shattering our house i want to actually add some mass to our wrecking ball so i'll go to the chaos tab here scroll down here to our active rigidbody tab and for the mass here i'm going to change this to uh steel and what that's going to do is whatever is selected at the moment blender is going to calculate the math based on that material so you can see the mass here has changed and each object will be a little bit different so let's go ahead and make sure that it's still playing back correctly here because sometimes chains will break if it's too heavy but it looks like it's actually working pretty well all right so now that we have our wrecking ball it's time to fracture and add our house as a rigid body as well we're going to be using the chaos tab here to organize our rigid bodies and constraints so my workflow is going to be fairly linear here i'm going to start at the interior portions of the house fracture those elements and then slowly work my way out to the cinder block exterior and then finally at the end we'll add constraints to bind everything together you can see i have a variety of different collections here i'm going to start with the base interior beam structure so i'll just kind of turn off everything else except for those so we have this kind of structure here and what i want to do is fracture mostly the area where the wrecking ball is going to come through the front of the house here so kind of this area right here and to do that first thing i'm going to do before i forget is actually name our project that we're going to use chaos with this is going to be the naming convention whenever we fracture an object through this menu system so i'm just going to call this chaos destruction and now whenever we fracture something with this name it's going to create a collection for it chaos destruction01 chaos destruction02 and it will organize things together fairly nicely and we can select it and come back to it nicely as well so now i will uh go to this drawing tab here and use the annotation tool to draw a fracture place and this menu system is actually using cell fracture to fracture the object we're just uh kind of conveniently placed it here for you with a variety of different settings so go ahead and draw the fracture place i'll just kind of make some annotations here where we want most of the fractures to be so something like this i think and now i'll click on we want to define our source limit so the higher we put this the more pieces our object is going to be fractured into so i'm going to go with something like maybe 150 and recursion allows us to fracture again the object if we want to fracture this multiple times to create smaller pieces but i'm going to leave that at zero for the case of this tutorial make sure our roof interior beams are selected here and then i'll click on fracture from drawing now as you can see here blender is fracturing mostly where we drew those annotations all right so now as you can see here we have a variety of different fractured elements here and chaos has organized these fractured elements into a collection called chaos destruction destruction001 now the original object in case you ever want to go back to your original object and maybe if you're getting some glitches you want to start over chaos has created a collection for your original object called chaos original object and you can see it right here that it's just the actual original piece of the house here so we'll keep that disabled for now but just so you know whenever you're fracturing something chaos is going to put it into this little collection here in case you want to troubleshoot with your rigid body system because as we know sometimes in blender rigid bodies have glitches and sometimes the simplest solution is just going back to square one resetting your cache and starting a little bit earlier but anyways now we have created our first collection here and we can select this fractured collection by itself by just clicking on the select button and whenever we fracture more elements within this chaos menu system we'll be able to select them in the drop down menu as well but anyways now what we want to do is add these as a rigid bodies so that the wrecking ball will actually interact with them so i'll go ahead and select them all here and add them as rigid bodies right here with this button now as you can see here if we open up our physics properties on the right tab here you'll notice that blender has made all of our selected fractured objects rigid bodies with these same settings and i do recommend that you have your physics properties tab open when you're making adjustments within this chaos menu system as well because sometimes if they don't match you can actually identify that quicker so we want to start these deactivated and what that's going to do as you can see here if i go down here to dynamics you'll notice that now this deactivation is selected so now the rigid bodies aren't going to move until that wrecking ball hits them so as you can see here let's go ahead and play through it just so you guys get an idea of what's going to occur you can see that as soon as that wrecking ball hits the object those rigid bodies start to simulate however they don't simulate in the most realistic way so what we actually want to do in the course of fracturing these uh internal elements all the way to the exterior elements of this house is actually constrain each element by itself so i'm going to scroll down here to our constraint tab and we're going to switch the connection pattern to chain distance and now we're going to kind of glue these wood beams together so i'll go ahead and actually before we do that i want to calculate the mass of this structure with our drop down menu here so i'll go ahead and select this collection and then i want to change the mass to timber and now you can see the mass is 102 kilograms which is much lower than the mass of steel obviously so we want to make sure that for the course of the project this stays as timber for the most part other than the glass elements and such but that should give us a more realistic simulation but anyways to continue with our constraint system we want to keep chain distance on and let's go ahead and select our wood structure here and click on create constraint and now as you can see here blender has created some constraints that are holding our bridge bodies together so let's go ahead and adjust a few of our settings here i'm going to make these constraints breakable and i'm going to make the threshold where they will break a little bit higher so maybe something like 2000 and now let's go ahead and play through our simulation and see what we're getting and before we do that if you don't want to see your actual constraint empties here you can just go up here to uh this little drop down menu and deselect the extras and relationship lines checkbox and now we can play through it without seeing the actual constraints themselves all right so as you can see here the structure of our building is being glued together quite nicely with a threshold of 2000 we could of course adjust this a bit and feel free to adjust the various constraints you add to each of your collections over the course of your project but i like to kind of make my workflow fairly linear so i'm going to try to dial this in as close as i like for this first element here anyway but i think this is looking pretty good one thing that we're not getting in this specific case is our beams aren't glued to the ground at all in order to do that all we have to do is maybe just you know select both the ground plane here which by the way i should mention should be a passive rigid body um but let's go ahead and select that as well as some of our wood beam structure that's uh near the ground plane so we have something where the bottom of our beam structure is actually being glued to our ground which will be a more realistic result so go ahead and do that and create another constraint on the same collection and now as you can see here we have some more constraints added especially if we you know reveal them in our drop down menu and the cool thing now is that we can actually adjust these two constraints separately so for example you want to adjust threshold of this second constraint that we've just added because the default is 10 it's going to be 10 unless you change it here so that's why i recommend you always keep both of these tabs open so we want to make these about 2 000 as well probably or we could actually make this not breakable so you can see that when i change this this changes as well but by default these settings aren't automatically applied to the constraint system unless you change them so go ahead and play around with it i think you'll get the hang of it but this is the general concept i want to make these not breakable and of course in the future we can adjust the original constraint system as well which is why this system is so convenient it's just a nice way to organize everything and now as you can see here if we play through our scene let's see what we get for this rigid body simulation so now this is looking a little bit more realistic just because the pieces are being glued to the ground a bit more now one thing you could also do is actually make these rigid bodies near the ground actually make them not dynamic or passive rigid bodies so they won't move at all but that just kind of depends on what you're going for i'm going to go with this for now and now let's continue our fracturing process with some other elements of the house and actually before we continue here i want to organize our collections a bit better so first of all i'm going to select all of our wrecking ball pieces here and just move them to a new collection we'll just create a new collection and call it wrecking ball okay go ahead and press ok now we have a new collection with the wrecking ball in it so our view layer looks a little bit more organized and i also want to create a new collection here and i'll double click it and we're going to call this fractured house okay and we'll actually add our chaos destruction dash 001 to this fractured house collection so now we can put all of our different fractured elements in this fractured house collection and have everything organized so it all makes sense to us all right so now let's continue our fracturing and destruction process so i'll go to our house for destruction collection and the next thing we're going to fracture is our roof interior beams so go ahead and add this to our scene here and we're going to do kind of the same thing we did for our base interior beams so go ahead and select this scroll here to our chaos tab draw a new fracture place just make a little x here something like this a little scribble so that it fractures mostly over here and then i will click on fracture from drawing and doing the same thing there with a source limit of 150 and now we have some more fractured elements and before we get too far i want to add this collection um i think it's going to be under here yeah so we have to find our chaos destruction zero zero two collection where these fractured elements are contained and we're going to add this one to the fractured house collection as well and now we have both of our fractured collections in there and we can select this again in the drop down menu we can select both of our fractured collections right here so if we want to select the first one we can do it here and the second one right here and we can select that collection by itself without the constraints by selecting this button and now we want to add these as rigid bodies so i'll scroll down here add them as active rigid bodies and you can see that these settings are being applied here make sure the mass is timber make sure they're deactivated everything is deactivated that's great and now let's constrain our rooftop elements as well so let's go ahead and just create a very basic chain distance constraint here and i will make these breakable and one thing we could do with these roof interior beams is actually constrain them to our beam structure that we've fractured prior to this so we could just select some of the beam structure here as well and create a constraint between both the beams themselves as well as the actual structure of the house here so we could do that but i'm going to kind of keep it simple here and constrain these together simply so i'll go ahead and create it and let's see what we get with our rigid body simulation here in a second all right so now as you can see here we have another constraint system that's holding our roof beams together we have the threshold at 10 which is the default and it is going to be breakable which is great i do want to change the threshold to a little bit higher number say 2000 again since there are similar structures here and i think i'm going to leave the constraint system as it is but let's go ahead and play through our project just to see what it's looking like okay so not bad let's go ahead and turn off our extras and relationship lines here i think it's looking pretty good yeah actually i'm gonna go with it because i think the roof tiles will have a lot less of a threshold to break but these beam structures should be held together pretty strong because they are the base of the house so i'm gonna go with this looking pretty cool we could add more constraints if we want to and again we can adjust any constraints that we have on our roof beams with this drop down menu right here but since we only have one of them we can you know just select it like this but uh yeah let's continue this process and dial in our look even more so the next thing i think i'm going to do the wood overhangs here so these guys right here and i'm going to let's go ahead and fracture these guys so i will draw another fracture place here again mostly where our wrecking ball is going to be and i will again i'll fracture this guy with a source limit of maybe 50. so not quite as much go ahead and fracture from drawing and now as you can see here this guy is fractured nicely and we want to find this fractured collection see here oh for whatever reason it's actually under our chaos destruction das 002 collection so we want to make sure to drag this guy just under our fractured house collection so chaos is going to add your new fractured object to a collection under the active collection in your scene so just make sure that you organize it after you've added each fractured element to your scene because this organization is going to save you in the long run so now we have this third fractured collection here let's go ahead and add this as an active rigid body as well with a mass of timber and yeah now make sure they're starting deactivated right here and yeah let's go ahead and constrain these guys together as well so just go ahead and create a constraint on these i might actually for the sake of this tutorial let's uh constrain these wood planks to some of our other beam structures as well so just turn off the constraints here for a second and just select some portions of our beams here as well just for fun it doesn't have to be perfect i think it's going to look pretty cool so you can see that we've selected our fractured wood overhangs here as well as some of our interior beam structure and now let's create a constraint right there and now as you can see here we have some more constraints constraining those guys together and we can again select it in the drop down menu and i do want to increase the threshold of this guy as well maybe to here we'll keep it at 2 000 because it's kind of a similar structure this is still kind of the base of the house we want it to be pretty strong we'll go with this and let's play through our scene and see what we're getting so far i like it guys so of course we could you know adjust a few things but i'm gonna go with this for the sake of this tutorial feel free to take some creative freedom with your own simulations so uh let's continue let's go ahead and work on our wall planks actually first the sky right here and i don't have a lot of subdivisions on this particular wall geometry so i actually want to increase the subdivisions a bit just because whenever you have more subdivisions the fracturing is going to be more accurate and the uv texturing on this specific element is going to be more accurate if we have more uvs essentially whenever you fracture your element you can get errors either in the uvs or in the actual fracture geometry so the more subdivisions you have the less errors you get so go ahead and subdivide it a little bit and that should resolve most of our errors and now let's fracture it so select it here draw the fracture place draw a fracture place do the same thing here like so have the source limit again maybe 150 on this one go ahead and fracture this from the drawing let's see what we get and awesome now we have fractured our walls here now we want to again want to move this chaos destruction dash go ahead and find that collection move it to your to our fractured house collection just so we can organize everything nicely and now we can select all these here with the select object button add them as active rigid bodies mass timber start deactivated double check that in your drop down menu here and now let's constrain them together so just going to constrain these together very simply just create a new constraint here and now we have constrained these together nicely threshold is at 10 so let's go ahead and bring this up to i'm going to make this a little bit less compared to our beam structure so maybe 1000 in this case you can see it changed over here nicely so just double check that and now i think i'm going to just leave this as is i'm not going to add another constraint to this system we could of course constrain the wall planks to the rest of the house as well but let's take a look at what our wrecking ball is doing in our simulation for now yeah i like this actually yeah everything's being uh dragged kind of by the wrecking ball and we can turn off these constraints here might make the constraint a little bit stronger here but go actually three thousand let's see what this does yeah i think i like this a bit better see the pieces are staying together quite a bit more one thing i will say is that maybe we can constrain the wall planks to the ground a bit so i'll just select a few of these here that are near the ground like so a few of the main pieces and then i'll also select our ground plane here and then i'll create a constraint there and now we have a new constraint i'll make the threshold on this 5000 and one thing i should also mention if you need to delete these constraints or if you just don't want them anymore you just select the one you want to get rid of and then you just click on delete and those constraints will be gone and you can run your simulation without them that's the reason we created this constraint organization system is that it just helps you get the desired result faster so let's take a look at this real quick there we go see i like how these chunks like to stay in a bit more now very cool so you can do that with other parts of the model as well but um that to me is what's going to give it a really interesting looking result so just bind all of these guys to the ground itself all right so let's continue here we have four collections so far of rigid bodies and their various constraints let's maybe work on our roof planks next so add these guys in select the roof planks we might need to subdivide these as well so just go into edit mode select them all edge subdivide subdivide it maybe twice just so we get a more accurate fracture go to solid and now let's draw our fracture place doing the same thing here guys so not rocket science once you get the general concept you just repeat it and try to stay as organized as possible so go ahead and do that and let's fracture from the drawing all right so this fracture is looking pretty good as well at 150 source limit and again same process here guys find our collection it's under our roof planks collection because that was the active one we had selected drag chaos destruction 005 to our fractured house now let's select this guy make all of them active rigid bodies start deactivated make sure they're deactivated here timber and looking good i know i sound like a broken record here guys but it's important to check everything in these simulations to make sure that things are going to run correctly but this looks good let's create a constraint i'm going to create one with the same settings as our wall planks here so go ahead and select all of our rooftop planks here and create a chain distance constraint and now we have some new constraints here double check the threshold here defaults at ten make it five thousand so select it and enter and let's just double check our simulation once again play through it here all right so this is looking pretty cool so we'll go with this let's continue next we'll do our clapboard siding here so add this collection this guy right here same thing we'll do uh draw a fracture place mostly want to draw it where that wrecking ball is coming through and make the source limit i think 150 should still be good for this maybe just 100 actually and fracture from drawing all right so we have fractured our clapboard siding now pretty good i'm out of uh small scale chunks there which would be nice for the more intricate details let's go ahead and again find this collection under clapboard siding we'll add this chaos destruction dash006 to fractured house collection go ahead and select it by itself with our drop down menu add them as active rigid bodies timber double check the deactivation here looking good and for this specific uh collection since there's not really anything holding them up vertically i do want to constrain them to other parts of the house so for example i might select all of the clapboard siding as well as some of the wall pieces here just for fun like so and i'll do the same thing over here and perhaps even some of this uh rooftop as well just have some fun with it again you can always delete the constraints and start over in rigid bodies there's a lot of experimentation so i'm gonna go with this now we'll create a new constraint here so go ahead and click on create all right so we have quite a few constraints on our clapboard setting as well again we'll uh increase the threshold here a bit i'm not going to make it all the way at 5000 perhaps maybe we'll go like and yeah once again let's uh give it a watch here and remember we can always view our constraints here as well this is looking pretty awesome guys clapboard siding is you know kind of being stuck together there but i think it's looking pretty cool now a lot of our house is being taken away by this wrecking ball which could be a nice effect but what i might do at the very end of our constraint setup here is add some more constraints holding it down to our ground here but i actually like how it's kind of being flung up into the air as well but again depends on your creative decision but let's continue so let's see here we have five more different collections here we'll start with the window frames so go ahead and add this guy select our window frames we'll make it simple here draw a fracture place let's just draw right here looks better and we'll draw one right here and source limit we're going to make these not fractured into quite as many pieces so maybe we'll do like 50 and let's fracture from drawing so now we have fractured our window frames let's double check our fracture make sure there are no loose elements or errors and it's looking really good here you know not too many pieces but enough to you know add some detail and again let's find that fractured collection i think it's hidden maybe under here there it is chaos-007 make sure this guy is just under the fractured house collection again for organization purposes and yeah let's go ahead and select it and we'll make them active rigid bodies start deactivated double check that here timber and yeah awesome looking good now let's constrain these guys together i think we can also constrain these we could constrain them to the wood siding but i might just leave them alone i might just let them fall off the house kind of constrain them together and see what happens so let's go ahead and just create a constraint here let's see how our simulation looks once we do that all right so we have some new constraints here we'll make the threshold i'm going to say maybe a thousand not too much just uh enough to break them apart maybe even 500 actually let them break off pretty easily and uh yeah once again let's uh test out our simulation and again we can turn on our constraints or just our view constraints and you can see how our object is being bound together which is quite interesting it's not necessarily going to affect the strength of the individual constraints but it will show how things are being generally bound together um let's go ahead and turn them off for now and let's play through our scene really quick awesome so you can see some of our window frame breaking apart there i think that's gonna look pretty nice you can see it falls off fairly easily here but i'm gonna go with it guys let's continue we have window glass this should be a fairly quick shatter go ahead and add this here select our window glass we want to make the glass fractured into smaller pieces we do want to draw a fracture place though mostly on this guy and this guy again we could be more precise with it to get the spider webbing so for example we could draw maybe in the middle of the glass but i think this is going to be pretty good source limit i'm going to go maybe we'll go actually something quite high maybe 400 since we want them to be smaller shards and i'm going to show you guys how to add small scale detail with the uh debris system and chaos as well but that'll be at the very end all right so let's go ahead and fracture this from the drawing all right so i attempted to fracture our windows here and you can see that we're getting a bit of an error so we're going to try this again and it's actually good that this happened because uh well it just shows the process a little bit better so i'm going to actually select the fractured collection here and i will just delete this fractured collection right here and i will go to our chaos original object we want to try to find the glass windows there we go this one move this to our window glass turn off our chaos original object for now and let's try again so i guess you know the reason we're having this issue i think is because we have this window frame that's intersecting with our glass so this isn't actually the correct uh like we had our window frames that we shadowed before but now there's actually an error here where we have the window frame in addition to the glass whereas we should just have the glass panes here so what i'm going to do is i'll go to edit mode and go to wireframe real quick and actually what i'm going to do is i will make these isolated for now just so we can view them by themselves so you can see that really what we want in this model is just the glass windows but not this actual window frame so what i'll do is i will separate by loose parts so now we should let's see here if we go back to object mode should be able to select this window pane there we go and delete this guy so now we can select all of our glass windows here once again make sure none of them are intersecting their geometry and we will join them all together and i guess the point of me showing this and the really the lesson to learn here is that before you actually fracture your objects they should be modeled in a certain way so that they can be fractured without errors i have actually a specific video on that but essentially the most important aspect of modeling for destruction if you're going to fracture something is to have no intersecting geometry or vertices so just keep that in mind now let's fracture these again so i will draw a new fracture place here right here something like this and let's uh fracture it source them at 400 from drawing go ahead and give this another shot here all right so we have fractured our glass windows here and now we have no glitches because there's no intersecting geometry so this looks great i should probably uh you know maybe have drawn our annotations near the center of each glass pane here so that there'd be some more spider webbing um so keep that in mind we could redo it but for the sake of this tutorial it's already getting pretty long so i'm gonna go with this let's once again add our chaos dash zero zero eight collection wherever it is we gotta find that under window glass here it is add this collection to our fractured house collection here should drag it over here keep everything nice and organized and turn on our fractured house collections so we can see what we're getting once again all right all right so now we have our fractured house along with our fractured windows which is great we want to add our fractured windows as rigid body so we'll select our chaos destruction das 008 collection and add them as active rigid bodies right here start deactivated as usual double check this right here um instead of timber we're going to make the mass uh should be a setting here for glass there we go broken glass broken and we'll go with that scroll down here we do want to constrain them a little bit not too much though because it's glass should shatter pretty easily so actually you know what i might not even constrain them i think as soon as it gets hit the glass should shatter so i'm not going to add any constraints here and we're going to continue our fracturing process we have a few more different collections here we're going to go with doors dash 001 next which is just our door here i'm not going to fracture this too heavily but let's draw a quick fracture place maybe right down the center and source limit maybe 24 fracture from drawing and then we have a nice little fractured door here maybe a little bit too vertical might be a little bit too much of a source limit but again we're going to go with it and you can backtrack and start over if you like but let's uh find this collection so it happens to be under our door zero zero one collection we're gonna add our chaos destruction das zero zero nine to our fractured house collection as we have been doing in the past so we have all of our chaos collections under this fractured house collection and we're going to make all of these active rigid bodies go ahead and click on this button right here and we do want to make the mass timber again since it's a wood door and i do want to constrain this object as well so scroll down here to our constraints and i'm just going to constrain it together create a new constraint there all right so now we have created some constraints here let's uh make the threshold higher than 10. we're gonna go with uh 1000 make it kind of stick together there and before we continue i want to run through our simulation once more i recommend you just every time you fracture something run through your simulation make sure there aren't any glitches because the last thing you want is to be at the end of your fracturing and constraint process and then all of a sudden you have some kind of error and you don't know where that error has occurred because you haven't tested along the way so let's go ahead and play through it and let's see what we get all right so looking pretty good no glitches door is staying together nicely so we can constrain this to the ground a bit later as i mentioned but just checking for glitches it looks good let's continue so we got the porch we have the roof tiles and the cinder block exterior so i'm gonna start with the porch here since that should be the simplest add our porch to our scene we'll draw a new fracture place make some drawings here and source limit we'll go with maybe maybe like 90 and fracture from drawing all right so we have fractured the porch here and let's find our fractured collection it's under porsche here chaos destruction dash 010 add this to our fractured house collection select our porch here and add all the objects as active rigid bodies start deactivated we'll keep the timber selected for the mass and yeah looking good let's uh constrain it a bit i do want to constrain this one to the ground as well i think that'll help our simulation quite a bit go ahead and select the porch as well as our ground plane here and let's create a new constraint so go ahead and click on create and let's see what we get all right so we have a new constraint system here let's double check to make sure it's working correctly by just playing through our scene briefly as we have been doing actually before we do this we need to increase the threshold a bit so make the threshold maybe 4 000 make this porch a pretty strong one let's try it out here all right so our porch is collapsing pretty quickly which i don't like so i'm going to increase how strong that constraint is quite a bit i'll select the constraint and i'm going to make it i might just make this one not breakable let the port stay in place no matter what essentially it's going to bend and warp but it won't uh you know break away for example let's go ahead and give that a shot see what it looks like okay so i'm not sure what's going on here with our porch it should be chained together pretty nicely but i'm not sure why it's collapsing like it is so maybe i'm gonna actually delete this constraint here and we're gonna try to constrain it again so let's select it here select our ground plane as well and maybe select some portions of this uh clapboard siding as well just for fun and scroll down here we'll create a new constraint let's try this again all right so we've added some more constraints here let's test it out again make the threshold 4000 make it breakable let's see what we get hope this works a little bit nicer well it's definitely buckling less it's actually going with the house so that's a little bit nicer i might just crank this up a lot i'm gonna go with instead of four thousand forty thousand and now let's see if it uh is glued together a bit nicer you can see the uh the side uh structure supports are working a little bit nicer now still uh collapsing quite a bit at the top so we could increase it more but i'm just going to go with it for now i think there's just so much force from the actual wrecking ball that uh it's really just breaking those constraints fairly quickly even though it's uh all the way up at forty thousand so let's continue here we have a few more different elements of our house to fracture i think i'm going to do the cinder block exterior and then finish off with the roof dials so select the cinder block exterior here and you can see our scene is getting pretty heavy here on my old macbook so we might have to not do quite as much of a source limit here but regardless it should be good we'll go with the source limit of say 50 fracture from drawing pretty nice little fracture it's also separating them into their own separate cinder blocks which is nice we'll find our new chaos collection drag it over to our fractured house collection keeping it organized select our cinder blocks add them as active rigid bodies and we'll change their mass to concrete for a more accurate representation for the simulation make sure they're starting deactivated looks good and yeah let's constrain them together i will constrain them together and i will also constrain them to the ground here as well and let's click on create all right so we've added our constraints let's uh increase the threshold to go 4000 again actually and let's give it a play and see what it looks like center block's buckling quite a bit i might actually decrease the threshold on these guys well you know not bad we want it to hold together some anyway it's a pretty nice little destruction piece there yeah i think i'm gonna go with it it looks awesome finally let's finish up with our roof tiles and then constrain everything together and add some even more small scale detail with our chaos particle systems so finished off with the roof tiles here let's go ahead and add this in this is going to be really nice small scale detail that looks really cool when they're constrained together so select those here draw a fracture place and because the roof tiles are already kind of little separate pieces separate separate chunks of geometry i mean even though we've joined them all in edit mode there are a lot of separate tiles that aren't intersecting it's going to be fractured in a way that kind of keeps those separate pieces so we'll just draw a nice little fracture with our annotation tool and i'm going to keep the source limit pretty small maybe even 20 since it's going to be fractured with the tiles in mind as well essentially the more separate uh pieces you have in your geometry even if they're joined the more the fracture is going to break it up into their own separate pieces regardless of the source limit so anyways let's go ahead and fracture this from the drawing and let's see what we get all right guys we fractured our roof tiles and you know the drill you can see that each tile is already its separate object as well as some smaller chunks due to the way we fractured it with the annotation tool and everything but um this is looking good let's find that same chaos destruction dash zero one two collection that these roof tiles are contained in we'll move it to our fractured house collection as we've been doing and let's select this collection add them as rigid bodies we want to make the mass maybe uh something like what's something similar to a roof material something a lot lighter i would say i might even do something like bark go with that keep it starting deactivated double check that looks good scroll down here we want to add some constraints so how do we want to constrain this together well i'd say we want this to fly up when the wrecking ball hits it so we're just going to constrain them to each other so just create a new constraint here and we will adjust the threshold all right so we've added some constraints to our roof tiles here and let's uh increase the breakable threshold i'm going to make these uh constraints pretty strong so maybe something like 5000 let's see what that does for us when we play through our simulation you can see that if we pause it here like these little chunks here are actually staying constrained together and it looks you know pretty destructive nice little touch and you can see the you know individual pieces don't want to break so easily when you have that threshold nice and high it's like the whole roof is just gonna be pulled off by that constraint system which is kind of cool and uh yeah it's looking pretty nice i just bring down the threshold a little bit maybe three thousand and yeah now we have constrained all of our individual shattered elements one thing i like to do in addition to experimenting with the constraint values and everything again remember you can just change the collection that you have your constraint in and then adjust those constraints on those fractured collections with the drop down menu but what i like to do in addition to adding constraints to those individual fractured collections with chaos is i like to just go to maybe the first collection here or just essentially whatever collection you want to add some more constraints to i like to do it to the first one just so i always remember that i have some master constraints in one of the collections as well and i'm just going to select some chunks here near the base of the house where i want the house to stay more intact so what i'll do is i'll just you know go into wireframe mode here and i'll select the ground plane as well as some of the base of our building here like so and then maybe some of the roof up here as well and now i'm going gonna actually constrain all this together and make it so this part stays more intact compared to the rest of our house so i'll select all these scroll down here and create a new constraint constraining this all together all right so now we have added some constraints to both the left portion of the house here as well as the bottom and we can just increase the threshold on these to maybe 5000 so that they'll break away but only after a lot of force and now once again let's go ahead and just play through our simulations see what it's looking like to see if we need to make any adjustments and then we'll bake our rigid body simulation and then finally we'll add some small scale debris to tie everything together all right so this is looking pretty awesome as you can see the right portion of our house here is staying much more intact as well as the bottom which is exactly what we want and yeah it's ripping off the roof of our house pretty nicely here i'm pretty happy with this result so what i'm going to do is now bake our rigid body simulation so that we don't have to simulate it every time we play from the beginning so i'll go ahead and first save our project and then i'll go here to our scene properties and under rigid body world i will set the simulation start at one frame and simulation end at 250 then i will click on bake all dynamics and blender will go through and calculate the rigid body simulation alright so we have baked our rigid body simulation here and as you can see now i can go to any part of our scene and blender has baked the simulation into it so it's looking pretty cool here as you can see the constraints of the system actually stop the wrecking ball which is uh quite interesting but you know pretty uh nice little destruction simulation here one thing we're missing however to tie it all together is some small scale debris and detail so what we'll do is we'll scroll over here to our chaos uh tab here and we have a variety of debris to choose from in this specific case we could use glass particles we could use rebar rods or rocks as well or maybe even concrete but i'm going to go with rocks in this specific scenario and what i'm going to do in order to time the small scale debris correctly is just kind of scroll through our simulation here and find the moment when our destruction starts so probably you know around frame 70 here and actually before i go to frame 70 i'm just going to select the part of the house where i want the small scale debris to be emitted from so probably around here should be pretty good and i'll go to frame 70 when i want that small scale debris to be emitted then i'll make sure rocks is selected and then i'm going to click on add debris and now as you can see here if we go to the particle system tab while we have those specific rigid bodies selected we can see that this operator here has actually created some particle systems starting on frame 69 all the way through 79 that will emit small scale debris from those specific rigid bodies so as you can see here if we just kind of play through our scene you'll notice that we have some small scale debris that's being emitted from the large scale rigid body simulation so now what i'm going to do is just adjust a few of our particle settings to dial in the look of this small scale debris so i'm going to bring the number of particles here down to say uh maybe uh 14. i'm also going to bring down the randomized velocity to one and that's just because i'm noticing that those small scale particles are moving a little bit too quickly away from our rigid body simulation but by default they'll be moving with the rigid body simulation because we have the object velocity at one so it's going to give us a very nice realistic result i'm gonna bring down the scale of these to maybe point zero four or maybe point zero six so it's pretty small scale debris and yeah let's go ahead and give this another shot i'm gonna start on frame 60 here play through our scene let's see what it looks like and now we can see there's some small scale interactive particles within our large scale rigid body simulation so feel free to play around with these different settings once you get something that you like what you can do is just scroll down here to cache here and then we can bake all dynamics so go ahead and click on bake all dynamics and blender will calculate the interaction of this small scale debris particle system and there we have it now we have added small scale debris to this rigid body destruction and one thing you can adjust after you actually bake this particle system is the render size so if you want to just slightly increase the scale of these particles you can definitely do that but this is the general concept here guys go to render view and take a look at it in its rendered form and as you can see we have a variety of small scale debris interacting in addition to our large scale rigid body system with constraints and you can go ahead and render this out add it to live action footage depending on your materials of course but i'm going to end this tutorial here guys that is how you can create some more advanced destruction inside a blender utilizing the chaos add-on some rigid bodies and the constraint organization system as always feel free to leave a comment if you have any questions or suggestions in the comment section below let us know what you'd like to see next on the channel subscribe if you're interested and i'll see you next time [Music] you
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Channel: LightArchitect
Views: 15,294
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Keywords: destruction in blender 3d, realistic destruction in blender, blender 3d destruction tutorial, khaos addon for blender, khaos explosion destruction add-on, vfx in blender 3d, simulation in blender, blender vfx breakdown, understanding constraints in blender, cgi vfx in blender, ian hubert, lightarchitect, best add-ons for blender 2022, live action vfx, modeling for destruction, building for destruction, rigid body tips blender, rigid body tutorial, granite films
Id: nucWvZIS18U
Channel Id: undefined
Length: 50min 50sec (3050 seconds)
Published: Sat Jun 11 2022
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