Anyone need some 3d (as in CGI)?

I do have a question for you. I am trying to do debris hits off of buildings from bullets. I am downloading a demo of blastcode to try out, but I was curious if you've done this. Basically I've got some large rounds hitting walls and floors so I'd like to create both debris and smoke. I did some stuff in Maya directly with particle system and rigid bodies, but I'll be honest, I'm looking for something a little faster.
 
Gnomonology has a great video tutorial for this. It's called "Bullets, Dust Hits, And Debris." Basically, the approach that they use is to set up a few different dynamics sequences, render them out, and then use them as sprites for the main animation you're doing. When you have a collision, a new emitter is created, which basically plays back one of the pre-rendered animations from before (as a sprite). You would create a handful of pre-rendered animations, say, 5 or so so that you have enough variety in your scene so that it's more realistic.
 
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Gnomonology has a great video tutorial for this. It's called "Bullets, Dust Hits, And Debris." Basically, the approach that they use is to set up a few different dynamics sequences, render them out, and then use them as sprites for the main animation you're doing. When you have a collision, a new emitter is created, which basically plays back one of the pre-rendered animations from before (as a sprite). You would create a handful of pre-rendered animations, say, 5 or so so that you have enough variety in your scene so that it's more realistic.

I did see that tutorial, that is a good idea. I ended up downloading the tutorial for blastcode and have already made some fantastic results. I think I am going to use a multi-slab approach. I wouldn't have to do this if shatter worked better in Maya, but it is HORRIBLE. I talked with the developer, and for this project, I think it meets my needs. I still need to work on the dust part of the simulation and he explained how to do that which is the next step. It's nice that it has particle emitters already built in that seem to work really well. Takes lots of tweaking but I *think* I can get something workable. The nice thing is the system is easy.

I am going to download the DMM demo as well and try that too first. Although everything I have seen with DMM and stone doesn't look that great. Wood it seems to really work nice. I really wish Fracture was available.

I still say, realistic smoke clouds seem to be the hardest thing for people to do right. They NEVER dissipate correctly.
 
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