Unreal Engine 5 - Destruction Part 1 (Setup chaos)

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hello everyone welcome to my Channel today we are going to talk about chaos yeah how to set up an explosion how to play a bit with a slow motion or sequencer so the idea is to have a first big explosion with just chaos we're gonna spawn some particle from the to break data the Collision data a bit of with the trail data of the simulation after doing that we're gonna use particle to spawn some threads we can see some here so for this demonstration video I use the unreal 5.2 but I'm gonna create the tutorial on 5.1 because there is a lot of problem with okay so this is a simple scene and nothing special here we're gonna use um classic meshes maybe more thin like this so I duplicate this issues to create a wall I want like C-SPAN B Concrete and I want a bat of marble 12 difference attire to have something more interesting during the explosion because this is a different material this is a different reaction different shattering shape no okay so I just take material on a scan Melbourne for here and concrete here okay so we get our wall the first thing to do is to shatter all these meshes I'm gonna create two collection with a fracture tool to create a geometry collection we use this I'm going to create 01 so here is my crystal said this is your geometry collection there is eight pieces inside surgeometer collection and I'm going to create more level with this toolbox you can choose how you want to break yamiche I'm going to use the cluster here you get the detailing panel of the tool again start with big pieces like big pieces I don't want this okay maybe a bit more like this okay cool so when you think you are good it's a Arena you just it's fracture and beam you can use explore demon to see the result okay it's cool so but what I want is uh I'm gonna create an explosion on the center of the world so I'm gonna add more detail in the center okay so I go back to my fracture and you know I'm going to add a normal density so more cluster okay let's go in the middle I can add very little pieces maybe a bit here a bit here no why not I add a new Revenue okay okay and here you can see how I break it so now I'm happy with it save now I want to break the concrete so it's concrete you know it's not marble so we need to have a different aspect so time I'm going to create zero two back so this is the same I'm going to start with uh big pieces yeah okay so this time I'm gonna use some picture sorry Miss five okay so as you can see this is not very sharp now we have some volume inside every piece is small like a puzzle pieces okay we can show better if I remove this chicken can add more go back here and say but one it's going to take more time okay and we're gonna add more detailing but we saw a normal map because now if you check I get my material for the exterior part and now I get this material for the entire part so I can and not just create material like concrete into IO I'm going to use this texture as LP2 and I'm gonna use a onto that no detail on this one so I know normally I should use you know a rock normal map but I use what I get I'm going to add a control to to add more detailing to further the strongest of the normal map okay okay so now we get uh our two geometry collection created with scales so we are ready to break the wall to do that I'm gonna use a boom so and we'll provide some field you can control how which force gonna break the wall or add some anchor the anchor is here to say okay everything into this meshes don't move so I'm gonna look some part of the world okay I'm gonna link my geometry collection to this anchor I do the same for this one and now I can add a bomb giant boom all right use scale um so for the moment is just a force I can move around but what I want is just an explosion here this is a constant damage so I'm gonna set bomb uh so here the bomb has a duration of 0.5 is too much longer I want I want a blast so I need something something very more quick and I have a delay of once again before the explosion and see what happened and boom there's a big pieces this piece is to be brick and probably this one too so I'm gonna back to fracture mode and I'm gonna pick so we said this one this one I want cluster nope yep let's do it I've made on P cubed I think and can add detail so well you use mp2 then frequency for the noise um more of the simulation is complicated to calculate because there is more of the volume there is more Collision so it's better to stay who don't don't abuse of the noise so I'm Gonna Keep a bit like this okay to finish what I want is to add I want to have a first brick like here but I want a second reaction for the panel of Barber on the side so I'm gonna use the propagation of the explosion to do that I'm going to back in selection I take my Melbourne I go to detail of this assuring recollection and here you can find um somewhere the propagation data okay it's enabled at this huh and boom as you see we start to list some parts around the explosion okay so if you want a bit of you what happened during the description what you can do is just add it says you can just add a previous week sequence review one it's my style they're gonna do it just slow motion the the scene like this and here effects play we wait for the second we'll just became like five seconds before the destruction can play with the timeline like okay so the break happened here so I'm gonna slow more here foreign put this here okay now Okay so now we have our main destruction what we're gonna do is to add a lot of detail
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Channel: sumours
Views: 36,879
Rating: undefined out of 5
Keywords: unreal, ue5, ue4, lumen, chaos, niagara, fluid, explosion, blast, ue5.2, destruction
Id: kHOw73Fbc4g
Channel Id: undefined
Length: 18min 7sec (1087 seconds)
Published: Sun Apr 02 2023
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