Create an Awesome Exploding Glass Effect with Thinking Particles and 3ds Max
It is always a good idea to learn as many new techniques as possible to help flesh out your CG scenes. In this tutorial, you will learn how to create an impressive breaking glass effect using 3ds Max 2009 and Thinking Particles 3.
Thinking Particles 3 is an advanced rule-based particle system for 3dsmax and Cinema4D, and if you are not familiar with it, we recommend that you follow some basic TP3 tutorials to understand how this awesome plug-in works.
Final Effect Preview
Step 1
Create a Cylinder and change the name to “Glass”. Set the “Radius” to ‘7′, the “Height” to ‘30′, and the “Sides” to ‘6′.

Step 2
Move the cylinder to the coordinates: x = 0, y = 0, and z = 2.

Step 3
Add an “Edit poly” modifier. Click the “Polygon Selection” icon, and select the bottom polygon.

Step 4
In the “Edit Polygons” rollout, click the “Bevel Settings” button. Set the “Height” value to ‘1.8′ and the “Outline Amount” value to ‘-1.5′. Press OK.

Step 5
With the bottom polygon selected, click the “Inset Settings” button, and set the “Inset Amount” to ‘1′. Press Ok.

Step 6
Select the top polygon and delete it.

Step 7
Add a “Tessellate” modifier. Set the “Tension” value to ‘0.0′ and the “Iterations” to ‘2′.

Step 8
Add a “TurboSmooth” modifier. After that, add an “Optimize” modifier. Set the “Face Threshold” value to ‘0.02′, the “Edge Threshold” value to ‘0′, and the “Bias” value to ‘0.5′.

Step 9
Finally, add a “TurboSmooth” modifier again.

Step 10
ThinkingParticles 3 creates fragments based on surface edges. The idea is to create glass with random edges, but with a smooth surface. You can see a few examples in the screenshot below.

Step 11
Create another Cylinder, and change the name to “Bullet”. Set the “Radius” to ‘1′, the “Height” to ‘5′, and the “Sides” to ‘12′.

Step 12
Convert this “Bullet” cylinder to an “Editable Poly”, and model it out bullet using the following image as a reference:

Step 13
Press the ‘A’ key on the keyboard, to turn on “Angle Snaps”, and rotate the “Bullet” by ‘90′ degrees on the ‘x’ axis.

Step 14
Move the “Bullet” to the coordinates: x = 0, y = 100, and z = 15.

Step 15
Create a box for the ground, set the “Height” to ‘-2′, and add more segments.

Step 16
Go to “Command panel > Create > Particle Systems > Thinking”, and place a “ThinkingParticles 3″ icon in the Viewport.

Step 17
Go to the “Modify” panel, and click “Properties” in the “Thinking” rollout (you can also use ‘Alt + Shift + P’ to open, and ‘Alt + Shift + C’ to close the “ThinkingParticles 3″ user interface). In the “DynamicSet Tree” view, select “Master Dynamic”. Disable “Edit on the fly” to see the changes in real time. Enable “Show Mesh” to see the particle shape.

Step 18
In the “Particle Group Tree” view, click the “Create” button, under “Master System”. Name the group “Glass Particle”, by clicking on the name “Group” twice (slowly). Create two other groups. Name the first group “Bullet Particle”, and the second group “Fragments”.

Step 19
Now you need to create a “Dynamic Set” to dictate what the particles do. In the “DynamicSet Tree” view, click the “Create” button, under “Master Dynamic”, and name the new Dynamic Set “Generate”.

Step 20
Highlight the “Generate” “DynamicSet”, and then go to the right-hand side of the dialog, where you will see a new set of “Create” rollouts.

Step 21
Select the “Operators” icon, and then choose “Generator” from the drop down list. Select the “Obj. to Particle” node, to highlight it, then click in the schematic portion of the “Wire Setup” view, and add this node to your “DynamicSet”.

Step 22
In the “Obj. to Particle” rollout (on the right portion that appears), click the “Pick Object” button, and select the “Glass” object in the viewport. From the drop down menu, select “Glass Particle” as your “Group”, and enable “Instance Shape”.

Step 23
Click the “Pick Object” button again, and select “Bullet”. Then select “Bullet Particle” as your “Group”, and enable “Instance Shape”. The “Obj. to Particle” operator, turned the “Glass” and the “Bullet” into particles, so you can hide them now.

Step 24
Create a new “Dynamic Set” and change the name to “Bullet”. In the “Create” panel, click the “Groups” icon, then add the “Bullet Particle” group, in the schematic portion of the “Wire Setup” view.

Step 25
Click the “Operators” icon, and from the drop down list, select “Dynamics”. Add a “Force” operator, and set the “Strength” value to ‘300′. Connect the “Bullet Particle” group to the “Force” operator.

Step 26
You will notice that the bullet particle is moving in the wrong direction, so you need to change the direction vector. Click the “Helpers” icon, and add a “Point3″ helper. Set the “Y-Value” to ‘-1′.

Step 27
Connect the “Vector” output of the “Point3″ helper to the “Direction” input of the “Force” operator. Now the bullet is moving on the ‘Y’ axis.

Step 28
Click the “Operators” icon, and from the drop down list, select “Standard”. Add a “Mass” operator, and change the “Mass” value to ‘300′. Connect the “Bullet Particle” group to the “Mass” operator.

Step 29
Create a new “Dynamic Set”, and change the name to “Forces”. In the “Create” panel, click the “Groups” icon. Add the “Glass Particle” group to your Dynamic Set.

Step 30
Click the “Operators” icon, and from the drop down list, select “Dynamics”. Add a “Freeze” operator, near the “Glass Particle” group, and set the “Freezing” value to ‘100′. Connect the “Freeze” operator to the “Glass Particle” group.

Step 31
Add the “Fragments” group to your Dynamic Set. Click the “Operators” icon, and from the drop down list, select “Dynamics”. Add a “Force” operator, and change the “Strength” value to ‘-30′. Connect the “Force” operator to the “Fragments” group. This will act like a gravity force for the particles.

Step 32
Create a new “Dynamic Set” and change the name to “Fragments”. In the “Create” panel, click the “Groups” icon. Add the “Glass Particle” group to your Dynamic Set. Click the “Operators” icon, and from the drop down list, select “Shape”. Add a “Fragment” operator, near the “Glass Particle” group.

Step 33
To create the fragmentation effect, you need to animate the “Threshold” value in the “Fragment” operator rollout, so turn on “Auto Key”. Go to frame ‘15′ and change the “Threshold” value to ‘0.25′. After that, go to frame ‘14′ and change the “Threshold” value to ‘1′. Don’t forget to turn off “Auto Key” when you are finished.

Step 34
Change the “Fragment Count” to ‘100′, the “Sorting Type” to “Top > Bottom”, increase “Life Span”, change the “Speed” value to ‘0′, and set the “Thickness” to ‘1.5′. Connect the “Glass Particle” group to the “Fragment” operator.

Step 35
Click the “Operators” icon, and from the drop down list, select “Standard”. Add a “Group” operator, and select “Fragments” as your “Group”. Connect the “*Born Particle” output of the “Fragment” operator to the “Particle” input of the “Group” operator. This operator is used to transfer the glass pieces into the “Fragments” group.

Step 36
Create a new “Dynamic Set”, and change the name to “Collisions”. In the “Create” panel, click the “Operators” icon, and from the drop down list, select “Dynamics”. Add a “Shape Collision” operator, and select “All” as your “Particle Group”. Change the “Floor Voxel Grid” to ‘20′, to get more realistic simulations.

Step 37
Click the “Helpers” icon and add a “Node” helper, then click the “Pick Node” button and select the “Ground” object. Connect the “Node” output of the “Node” helper to the “Floor Node” input of the “Shape Collision” operator. Play back the animation. The particles should collide with each other, and with the “Ground”.

Step 38
To add materials to the “glass” and the “bullet” particles, create a new “Dynamic Set” and change the name to “Materials”. Add to this “Dynamic Set” the “Glass Particle” and the “Bullet Particle” groups. Click the “Operators” icon, and from the drop down list, select “Material”. Add two “Shape Material” operators. Connect the first with the “Glass Particle” group and the second with the “Bullet Particle” group.

Step 39
Create a glass material. Because I used “Default Scanline Renderer” for this scene, I created a “Raytrace” glass material, but you can use any materials or render engine you want. Drag and drop this material into the “Shape Material” slot. Do the same thing with the bullet material.

Step 40
If you are using the “Default Scanline Renderer”, you can an apply image motion blur effect directly to the ThinkingParticle icon. If you want to apply different motion blur effects to the particles, select “Master Dynamic”, in the TP3 user interface, and enable “Groups as Objects”. Now you can select the ThinkingParticles groups, as objects in the viewport.

Step 41
Select the “Fragments” group in the viewport, and apply an image motion blur effect with a “Multiplier” value of ‘0.25′. Do the same thing with the “Bullet Particle” group, but set the “Multiplier” value to ‘1′.

Step 42
Make sure the image motion blur effect is enabled!

Step 43
Create some lights to illuminate your scene.

Step 44
To create the camera shaking effect, add a “Noise” modifier to the camera. Change the noise type to “Fractal”, enable “Animate Noise”, and change the “Frequency” value to ‘20′.

Step 45
Click the “Auto Key” button and, when the bullet is near the camera, set the “Strength” value to ‘0.3′ for all the three axes. Go back 5 frames, and forward 5 frames, and set the “Strength” value to ‘0′. Turn off “Auto Key”.

Step 46
Finally, create a reflexive material for the “Ground” object, and add an image for your background. If you want to obtain a different fragmentation effect, you can move the glass object on the ‘x’ axis, until you get something you like.

Final Effect
I hope you enjoyed this tutorial. Below you can see my final results.

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Awesome tutorial!
Thank you for this tutorial,
Can we please have the 3Ds MAX basic tutorials screencast.
Regards,
Enatom
P.S I think im first to comment
Ok…we’ve had enough requests for a basic 3ds Max tut that I think I’ll do that one next:)
Wow really cool effects, thanks for the tut, keep it up. I will try it later =)
cool another max tut!
BTW you could do this using Rayfire plugin….which is awesome!
Gee another max tut! Like the web isn’t saturated with these already! Let’s go Maya!
Yes, but not with Thinking Particles…
Don’t worry…we haven’t forgotten Maya…more Maya tuts are on their way!
The effect isn’t really realistic, if the bullet hits glass used for cups and such, the place where bullet hits, would be torn to small pieces. Further from the place, the pieces should get bigger. Another thing is that pieces fly too slow.
For the last, why you used Thinking Particles? The effect is possible without any plugins, with in built particle systems. For example PArray. You use tons of cash worth plugin and very professional (it can do a lot of things) for a very easy effect.
It’s like shooting a fly with a tank.
It’s true that the final effect isn’t 100% realistic, but it’s certainly a start. If anyone really wants to spend the time to tweak all of the edges and forces, to create the right kind of falloff to the destruction, and the right kind of velocity from the area of impact, then they are free to do so…and even better…they can post a link to their own results too.
It’s true, you can use PArray, Pflow, Rayfire, reactor or other plugins, but I want to put the accent on Thinking Particles, because is a very powerful particle system and you can’t find very much TP tuts on the internet.
Thanks !
Aha, in that case it’s ok. True, there aren’t many Thinking Particle tutorials because the addon itself is very hard to use for any effects and well, it’s very professional. Not to mention the price, that’s why I wondered, if someone starts to use particles, then they don’t start from Thinking. That was just my few cents.
can you tell me how i can make the shatter parts dis attached from each other i dont want to use thinking particle
There are free scripts out there that will do this.
Google for Fracture script and/or Deconstructor script.
There’s probably more than those two but I use them and they rock.
edit: and you can use Reactor to give the pieces ‘weight’
Hello, thax for the tutorial, very nice.
But I have two problems, first: when the fragments of the glass go to the ground, he “dive” the ground. Why?
Why I can’t apply the materials? I apply and dont show when I render.
Sorry for my bad english.
Hello,
For the first problem, try to incresse the Dynamic Friction in the Shape Collision operator.
What renderer did you used ? I had some problems with Mental Ray, the glass material didn’t show when I renderd the scene. I decided to use standard scanline renderer because is very fast but not very realistic…
Thanks !
Hi, Cristian Pop.
I use mental ray, but I go make a new render with standard scanline renderer!
And about the Collision, now its all ok
Thx.
Help me video tutorials. Thank for share
Have fun…………
OMW! Nice work! I learned a lot about dynamics! Thanks!
its easy to do in rayfire ….not much complex
Ha Thanks I was looking out for thinking partcles tutprial for a long time. I stil wonder how the ESPN peeling metal effect was achived (Iam talking about The video which is on the Cebas website). Hope you will do a peeling particles tutorial next!
That movie is awesome. It’s a good ideea for a tut, so I think I will do something like this in the future!
Thanks !
Thanks guys !
i want to ask you something
how i can save it as a video ?
i mean make it like yours
um well … render all pics in one folder in the format u want than use the RAM player int he rendering toolbar to attach all frames u saved as pics together and save them as teh video format you want … than u cana lso make a sound with adobe audition and make the full video …
I where following evry step for serval hours but it ended up with noting that sux..
i would be a good idea to but out the projekt file so i can check what i did wrong
Hi Robin,
Make sure you put the glass object into the “Glass Particle” group and enable “Instance Shape” (step 22). Same for the bullet…
Tell me exactly wath happens in the scene. I think is possible to put the project file for download.
You should’ve added photon emission (caustics) and some more ray trace, other than that it’s good.
Great Tutorial Cristian Pop, thanks….I got a pretty result following your tutorial…..but making another test of a wall and a spehere…the fragments “dive” the ground….changing the collision “dynamic friction” there is no good results…
Regards! Enrique
hi im a student, and im doing a project useing 3ds max. i started this tut but now i cant go on with it as i do not have thinking partical system plugin, does any know where i can get it?
Hi dude!
thanks for this great tutorial..
welli have a diifer problum & i thing u can solve it…
i have a problumin find target…
i created a modelof ALL SPARK[TRANSFORMERS MOVIE'S]
THEN I CREATED A MODEL OF OPTIMUS PRIME& MEGATRONE..
THE CONSEPT OF MY WORK IS…LOTS OF SMALL MEGATROEN MOVING AROUND VIA FLYING ACCORDING TO A PATH AND OPTIMUS PRIME SHOOTS [WHERE I DEFINED MEGATRONE AS A TARGET]
& MEGA TRONE SHOULD EXPLODE BT…..
…IN TE MIDDLE WHEN I PLAYED DA ANIMATION U KNOW WHAT I SAW…”OPTIMUS PRIME SHOOTS ….BULLE CHASES MEGATRONE ….& BULLET ALSO STARTS FLY WITH MEGATRON AS I GAVE THE BULLET TO A PATH ANIMATION BT I DID’NT… AND I CHAKED MANY TIMS BT COULD’NT FIGURE THE MISTAKE I MADE INTO ,,….
PLZ TELL ME WHAT SHOULD I DO..
hay i made my version of this but i got a problem.
After the bullet has colided with the glass and the fragments start to fly, there is still a “glass” in the screen, what may cause this?
Hi Thnxs for the tutorial. I’ve got a question about the movement. I did all the steps from your tut. but the bullet is not moving at all. Please tell me how to fix this.
Grtz,
Velocity
the player is sucks… please change it to the default player
Could anyone tell me how to install Thinking particles [all basic Steps]……b’coz there is some problem in ip camp whatever it is……somebody help…….