The exercise was to imagine a shot featuring a projectile hitting a wall. The debris from the wall had to fall into the ashes just in front of it.
Provided elements:
Constraints:
Software:
To complete this exercise, I chose to use the following software:
I broke down my work into several steps:
For the overall effect, I chose Houdini for the simulations and Unreal engine for the real-time rendering.
I chose to simulate a kind of cannonball crashing into the wall, following the trajectory indicated in the instructions diagram.
For the Houdini scene setup, I broke down the different elements by type to create the colliders. For the ash pile, I used the displacement map to give the collider the right shape.
I started by creating 3 very light geometries (Blender) that make up the brick pieces detaching from the wall.
These geometries are packed and instanced on a total of 271 particles. I placed the UVs of these debris on bricks from the wall's albedo texture.
Before running the simulation, I set up the velocity, angular velocity, mass, and scale parameters to maximize variation. For example, the scale ranges from 0.5 to 6, all plugged into a curve, which gives more small elements than large ones.
Then I packed everything and ran a simulation using the rigid body solver.
Since the cannonball hits the planks when it falls to the ground, and to get a more convincing result, I quickly simulated these planks. The principle is the same as for the debris, using the same solver.
For this step, I started by creating the entire scene in Unreal engine. Then I found this alpha on Artstation:
I then created two geometries (starting from a grid) using Zbrush, one completely flat (low poly), and the other with the alpha applied (the high poly):
I was then able to create a normal map for opacity and ambient occlusion using Substance painter.
The final step was to create a decal in Unreal engine and integrate it into the level sequence, then animate its appearance as soon as the cannonball hits the wall.
After this result, I decided to add a dust effect when the debris falls into the ashes. I decided to add animated sprites using Niagara, which gave a better result and dressed up the space nicely while respecting all the exercise constraints.
So I kept the 200 particles from the wall debris. I halved the number of ash particles (100 in the end), leaving 100 particles for the animated sprite system. I used the following texture found in the Unreal content browser:
I applied the sprites to a particle system using an emitter spawn burst instantaneous, with a point attraction force to project the particle, then played with opacity to make them disappear according to the particle's age. I also applied rotation to get a smoke roll. Then I added all the basic modules of a particle system: velocity, drag, noise...
Day 1: (2 to 3 hours)
I started my Unreal scene, placed all the elements (provided geometries) while waiting for the simulations and the decal + thinking about the feasibility of the effect, documentation, etc.
Day 2: (about 4 hours)
Setting up the cannonball and debris setups
Day 3: (about 11h)
Setting up the planks + several tests to find an interesting combination between the three simulations.
Decal creation
Finalizing the test in Unreal engine + creating the different sequences.
Day 4: (about 8h)
Creating the particle system using Niagara and implementing it in the sequence