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Shattered Ball

9

By Kamil Adamski.

Kamil writes:

I've tested some of new Blender features, mainly rigid bodies.

Just a ball pretend to be from glass, fall down and crush.

To achieve this effects I use particles to rigid body script, constraint tools and off course cell fracture.

Render in Cycles, postproduction in Blender nodes, and final composition in AfterEffects.

Sound from freesound.org.

9 Comments

  1. Nice video and a smart approach to fracturing!
    One more thing about the sound:
    it's not a ball crashing sound definitely. Spherical thin objects breaks with a more dull sound. If you want some real sound here then it must be closer to "ooh" phoneme + a very short glass shattering sound + an "accord" of falling scattered pieces of glass.

  2. Thank You guys, that's really nice to hear that You like my test.
    Anyway, about sound, yes You have right, but it was just done to somehow closed the project, so that's why the sound is a little bit rubbish. Thx .

    • I guess the real question is, what made you use both Blender nodes for "post-production" and AE for "final composition". Sure, both softwares have their strengths and weaknesses, but I really can't see anything here that would justify switching going through AE.

    • Best guess:
      The quick lens flare when the ball first hits the ground, and maybe some extra color grading.

      Blender can do these things, but I think that After Effects has presets and plugins that make it a lot quicker and easier, especially for a short video like this.

      • Exactly. I can off course do it in Blender, but it will took longer, and I don't really like to use Blender for such an effects. There are also energy blast on the ground, and some other little improvements. Too much composite nodes on my machine also isn't the best solution.

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