So here a ufo destroing a building procedurally.
Some research in TP bullet vehicle operator.
After seen a lot of videos of XSI and lagoa creating a realistic sand, I tried to do something similar with Thinking Particles.
Tutorial how to export a uv pass from 3dsmax to remap in postproduction.
Thinking Particles bullet physics tutorial and scene.
In this tutorial you will learn how to control particle size based on distance to specific geometry.
If you ever tried to use a volumebreak on a geometry with deformation (animated character for example) you will see that volumebreak doesn’t retain deformated geometry information. Instead you can use fragment node, this node can read deform geometry, but straight of the box has not the same visible break as vb, so here is a workflow to combine vb with fragment node.
This are the test I did to debug my blackbox “Demolition Master”.