- Creating the shatters using rockit shatter plugin.
- Doing the dynamics with ncloth.
- Preparing for the rendering.
- Final compositing with After Effects.
1. Preparing the scene.
- The source plane should have minimum vertices. So I kept 1, 1, 1 divisions.
- Delete the history.
- In the rockit shatter plug in box turn of the smoothness option and reduce the offset amount.( keep in mind the optimum policy)
- Never increase the amount of pieces more than 15 because creating that much amount of shatters at a time will eat a lot of resources. So do step by step.
- After creating the chunks select them in viewport and do combine and delete the history. Delete the unwanted group nodes in the outliner.
- We have created three boxes because I need them. One for shatters, other for the original glass and the last one for doing the mate while comping.
- The ramp texture controls the dynamics as well as matting. (We will do it later).
- Combining the chunks will reduce the resources needed and ensure clean workflow while doing the ncloth dynamics.
2.Doing the Dynamics
- You have to increase the solver attributes in nucleus. When you keep it default some mesh trapping may occur.
Sub steps=12Max collisions= 16
- You have to set the start frame to desired amount for avoiding unwanted calculations.
- In the ncloth object (both active and passive) adjust the collision/self-collision width.
- Increase the stretch/compression resistance accordingly.( Keep the optimum policy). Do trial and error method.
- Increase the mass to something about 5.( do trial and error).
- Also increase the input mesh attract to 1.
- Attach the animated ramp crated early.
- If you face mesh trapping problem select trapped check. Adjust the parameters.( Not necessary).