Thu, Feb 13, 2:02 PM CST

Renderosity Forums / 3D Modeling



Welcome to the 3D Modeling Forum

Forum Moderators: Lobo3433

3D Modeling F.A.Q (Last Updated: 2025 Feb 13 4:12 am)

Freeware 3D Modeling Software Links:
Blender | Trimble Sketchup | Wings 3D | Anim8or | Metasequoia | Clara IO (Browser-based 3d modeler)

Check out the
MarketPlace Wishing Well, as a content creator's resource for your next project.

"What 3D Program Should I buy?" Not one person here can really tell you what's best for you, as everyone has their own taste in workflow. Try the demo or learning edition of the program you're interested in, this is the only way to find out which programs you like.



Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: Realistic Destruction Through Dynamic Simulation


TerraMatrix ( ) posted Tue, 08 January 2008 at 2:46 AM · edited Thu, 13 February 2025 at 1:58 PM

A lot of real phenomena can be simulated in 3d now, but breaking things is one area that hasn't  had a lot of development. The only software out there (that I know of) is Blastcode, but I think it still requires a lot of user control, and it's only available for Maya.
Has anyone else thought about this? For example, if you wanted to simulate a hammer striking a concrete floor and shattering part of it, and not having to animate much besides the hammer's initial momentum:
The simulation determines the hammer's momentum, mass and surface area, along with the point of impact on the surface of the block of concrete (obviously your floor has to be a 3-dimensional object in the scene, not just a plane.)
Pathways of stress fractures could branch out from this point, determining the new surface geometry. Maybe? haha.
There are other things to take into account, such as compression, pulverization, the fact that many solid materials such as concrete are not uniform in density, and a lot of other stuff I'm sure I'm overlooking.
I don't know how UV's would work with this. Or if you could simulate with particles that behave like solids.
The other big thing, I'm guessing, is that this obviously deals with solids, and many of our programs only understand geometry in terms of surfaces. Maybe that alone is the breaking point.
The only R&D on this that I've seen so far is on Ron Fedkiw's page: http://physbam.stanford.edu/~fedkiw/
What does anyone think? Is this possible, or at least a few years off?


EnglishBob ( ) posted Tue, 08 January 2008 at 3:33 AM

I'm kind of surprised that this isn't more commonly done already, given that fluid simulation is now readily available. Maybe that just proves how little I understand about the subject. :) I imagine that some sort of particle system would be a good starting point, to overcome the initial hurdle of not having a solid object to work with. Ron Fedkiw is using tetrahedral (ie quasi-solid) meshes in at least some of his research. Then it would need a physics simulation which made the particles stick together in the right way until struck. My guess is that you won't have to wait as long as "a few" years.


TerraMatrix ( ) posted Tue, 08 January 2008 at 3:48 AM

That would be great, I hope you're right.

Here are two of his papers dealing with the methods involved:
Fracturing Rigid Materials:
http://physbam.stanford.edu/~fedkiw/papers/stanford2006-07.pdf
A Virtual Node Algorithm for Changing Mesh Topology During Simulation:
http://physbam.stanford.edu/~fedkiw/papers/stanford2004-01.pdf


nruddock ( ) posted Tue, 08 January 2008 at 9:46 AM

Software to do this sort of thing does exist (see -> http://www.rockfield.co.uk/applications.htm) but it's double plus uncheap ;)

I haven't come across any free or OSS programs that offer the facilities to do this kind of simulation.

No matter how much or how little you pay, these simulations need a fair amount of time to setup and a lot more to run.


pauljs75 ( ) posted Mon, 14 January 2008 at 12:10 AM

I wonder how much CPU & RAM that would eat. Think it's slow enough to render something as it is with some programs, imagine having to numbercrunch fractal based crack propagation and surface generation...

Even if you could do it at home, you might need to build a farm to make it workable.


Barbequed Pixels?

Your friendly neighborhood Wings3D nut.
Also feel free to browse my freebies at ShareCG.
There might be something worth downloading.


nruddock ( ) posted Mon, 14 January 2008 at 3:56 AM

Quote - I wonder how much CPU & RAM that would eat.

Trust me, it's capable of using a lot.
Run times of several days wouldn't be unusual.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.