Brycetech: Break the DXF Bryce Tutorial Part 2

Home  | Gallery  |  Driven

Explosion #2 Tutorial

Part 1

Part 2

Part 3

Part 4

Part 5

 

Cut the DXF
It will now be necessary to select the ship group and set the attributes for this group to "Positive" (1).  Then be sure to name your group (2).
Next create a cube and position it so that the rear edge slightly overlaps your second target.  Change its attributes to "Negative".
Select the cube and the ship group.  Then group them.   The cube will cut the front of the ship group off. 

This will add to the broken-up effect in the final rendering.

 

Add particles
Select the mesh that is the klingon ship.  We need to get the material from it and paste it onto the particles.
Copy its material.
Now it's time to add a few particles for the impact.   Since the shots that destroy this ship are to come from the bottom, we need to add some particles that appear to blow out of the hole in the wing.

So create a stone, and using the attributes for "target1" that you wrote down earlier, reposition this stone to that area.

Paste the material you previously copied.
With the rock particle still selected, go to solo mode.
Multireplicate the stone about ten times.
Then 3D Disperse Size Rotate the stones.  Be sure they are all selected.
Select one the dispersed stones and copy its matrix.
Create a new stone and paste the ship's material 
and the stone matrix onto it.
Then MultiReplicate the stone and 3D Disperse Size it.   You may want to do this a time or two more to add more variety.
Reposition the stones so that they are at the top of the ship which will give the appearance of particles blown out of the wing during the impact.

Select all the objects in the scene and group them.

 

Break the Ship
Rotate the new rear ship/particle group slightly to give it an impacted appearance.
Select the Klingon ship again
and copy it
Go to solo mode and paste the ship back.
Then create a cube and position it so that its front is at the point of the second target. Also enlarge it so that it engulfs the rear of the ship.   Set its attributes to negative.  Then select the second ship and the cube and group them.  The cube will cut off the rear of the ship.
Rotate the second ship opposite of the the original ship and position it so that the broken parts look naturally disconnected.

Be sure to save this file.  You can leave it open for the next step.

 


Troubleshooting

There may be a problem with the boolean of the DXF, so you may need to fix it.

 

See the unusual, unexplained polygon rendering?

This picture is from part 3 of this tutorial.

If this happens to you, thankfully, Bryce has an attribute that will allow you to get rid of this "after effect". 

If you notice, the effect is related to the boolean operation.  See that the rest of the ship is indeed invisible, but some polygons are still rendering.  If you think logically about this, you will see that the areas that are showing the error are related to the cube (or any other negative object) you used in the boolean operation of the ship.  So if you make some changes to that object, the problem can be rectified.

Select the negative object  in the boolean.  Then go to the materials lab.  Set everything to "0" except for the transparency and refraction.  

Set transparency and refraction to 100%.  The object will be totally invisible now.

If you are encountering this problem, it may be necessary to set the sky attributes for haze and fog to zero.

After applying the material for the negative object, select the "A" for attributes and ensure that "transfer material of negative boolean" is checked."  This will apply the negative object's material to any object it is currently booleaned with.
Do the same with the other object to be sure that it and its boolean companions are also invisible.
Now the polygons are gone.

Since the negative object is totally transparent..all the former polygons that were showing are now invisible because the transparent material is being applied to the booleaned positive object.

 

Go to Part3 of the Explosion Tutorial


Site Note:

Use this kind of operation to perform boolean operations with any imported object.

This is not meant to be an all inclusive instruction on every possible way to have made the final image or produce the desired results.   Bryce offers zillions of wonderful ways to replicate, multireplicate, reposition, etc.  in its powerful interface. Experiment!


Home  | Gallery  |  Driven

Post your images on the web and get advice and/or win awards
Bryce Forum  |  Digifad  |  Renderosity  |  3D Commune

Hosted by DAZ3D