How to make a realistic animation of bullet breaking a sheet of glass in Blender.
In this tutorial you’ll discover:
This tutorial contains the techniques and settings that took me over a month to figure out myself. Enjoy!
Links from the tutorial:
Hope you make something awesome! If you do, post your results in the comments below!
1. Delete the default Cube and Lamp, then add a Plane.
2. Rotate the Plane and position it above the grid line, as seen below.
3. Add a Solidify Modifier with the default settings, then hit Apply.
4. Enable the Cell Fracture add-on via the User Preferences > Add-on tab, as seen below.
5. Bring up the Properties Region (N) and enable the Grease Pencil, setting it to Object, as seen below.
6. Download a reference photo and use it as a Background Image, as seen below.
7. Using the Grease Pencil tool, draw several circles, as seen below.
8. Select the Plane and access the Cell Fracture Tools via the Search menu (spacebar), as seen below.
9. Adjust the Cell Fracture settings, as seen below.
10. Proceed to the Scene properties and disable Gravity, as seen below.
11. Select all the fractured objects in Object Mode and join them as a single object (CTRL-J).
12. In Edit Mode, select all the vertices and access the Remove Doubles function.
13. While in Edit Mode with all the vertices selected, hit P and select Loose Parts.
14. Proceed to Object Mode and press CTRL-ALT-SHIFT-C then choose Origin to Geometry.
1. Press T to access the Toolshelf and under the Physics tab, click Add Active, with all the objects selected.
2. Click on the Calculate Mass button and choose Glass (Broken) from the list.
1. Add a UV Sphere and delete the bottom half, as seen below.
2. Extrude and fill the lower portion of the model, as seen below.
3. Use the Proportional Editing tool to modify the shape of the object, as seen below.
4. Position, scale, and rotate the bullet object, as seen below.
5. Press CTRL-A and apply the Scale and Rotation of the bullet object.
6. Proceed to the Physics Panel and enable Rigid Body with the default settings.
1. With the bullet object selected, set a Location keyframe at frame 1, as seen below.
2. Go to frame 10, position the bullet object close to the plane, and add another Location keyframe.
3. Go to the Graph Editor and delete the Z-axis and Y-axis animation curves, as seen below.
4. Select the X Location curve, press T, then set the interpolation to Linear.
5. Proceed to the Physics panel and enable Animated.
6. Go to Frame 9 and hover over the “Animated” checkbox and press I to add a keyframe.
7. Go to Frame 10 and uncheck the “Animated” checkbox and press I to add a keyframe.
8. Proceed to frame 1 and adjust the first keyframe of the X-Location, as seen below.
9. Adjust the mass of the bullet object.
10. Scale the bullet so it affects more of the glass shards, as seen below.
1. Go to the User Preferences > Add-ons and install the Bullet Viewport Constraints Tools Addon, as seen below.
2. Select all the shard objects and bring up the Toolbar (T) on the left, then click Misc tab.
3. Check the Breakable buttons and the Absolute button, then set a Break Threshold amount, as seen below.
4. Set the Search Radius to 1, then click the Single Constraints button, as seen below.
1. Select the shards which will be hit by the bullet object, as seen below.
2. Create a new Particle System, with the settings as seen below.
3. Set the Particle Velocity to 0.
4. Press CTRL-L and choose Modifiers to copy the Particle System to the rest of the shards.
5. Proceed to the Physics tab and enable Collision, as seen below.
6. Adjust the settings of the Collision, as seen below.
7. Go to User Preferences > Add-ons and enable the Copy Attributes Menu Add-on, as seen below.
8. Press CTRL-C on the 3D Viewport and select Copy Selected Modifiers.
9. Choose Collisions from the menu and click OK.
10. Select the bullet object and enable Collision on it, as seen below.
11. Select the shards and proceed to the Particle Settings, then increase the amount to 100.
12. Select a couple of shards, duplicate them, and move them to another layer, as seen below.
13. Remove all groups, modifiers, physics, and constraints on these shards, as seen below.
14. With all these shards selected, press CTRL-G and label the group name as “shards.”
15. On layer 2, select one of the shards and modify the Particle Settings as seen below.
16. Move the group of shards from layer 3 to layer 6.
1. Add a Cube on layer 3 and position it as seen below.
2. Add a UV Sphere, cut it in half, and modify it as seen below.
3. On layer 3, select the Cube, enable Smoke, and click Domain, as seen below.
4. Adjust some of the Smoke settings, as seen below.
5. Select the half sphere and add a Particle System, as seen below.
6. Modify some of the Velocity settings of the Particle System, as seen below.
7. Proceed to the Physics tab and enable Smoke with the settings as seen below.
8. Bake the Particle animation of the half sphere, as seen below.
9. Bake the Cube’s Smoke simulation, as seen below.
10. Adjust the settings of the smoke domain, as seen below, then re-bake.
1. Select the glass shards and create a Glass BSDF material, as seen below.
2. Repeat the previous step and apply it on the shards on layer 6.
3. Select the bullet object and add a material as seen below.
1. Create a Plane and add Array Modifiers to it, as seen below.
2. Create a new material and modify the settings, as seen below.
1. Position the Camera, as seen below.
2. Change the World background color to pure black.
3. Duplicate the mesh lights and distribute them, as seen below.
4. Enable Motion Blur under the Render Settings.
5. Edit the depth of field settings of the camera, as seen below.
6. Create a new scene and call it “smoke.”
7. Go back to the previous scene, select the smoke elements, the lights, and the camera then press CTRL-L > Objects to Scene > Smoke.
8. Go back to the smoke scene and set the render device to CPU.
1. Select the Cube (Smoke Domain) and add the following material setup.
2. Select the smoke emitter and disable the “Emitter” option under the Particle Settings.
1. Go back to the original Scene and proceed to the Node Compositor, as seen below.
2. Duplicate the Render Layer and change the scene type to “smoke.”
3. Combine the two Render Layers with a Mix Node set to Screen.
4. On layer 2, move all the objects on a separate layer except for the shards of glass.
5. Proceed to layer 1 and assign the same glass material on the plane, as seen below.
1. Proceed to Frame 12 of the animation, go to the Scene Settings, and click the 2nd layer on the Exclude options, as seen below.
2. Hover your mouse pointer and press I to add a keyframe on the Exclude options.
3. Go to frame 13 and repeat the previous steps but selecting the 1st layer this time.Close Summary