3D Animation VFX: Create a Glass Shatter Effect in Blender | Study Hall | Sir Wade Neistadt | Skillshare

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3D Animation VFX: Create a Glass Shatter Effect in Blender | Study Hall

teacher avatar Sir Wade Neistadt, Animator, VFX Artist, Creator

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:35

    • 2.

      Blender VFX: Destruction Simulator

      14:37

    • 3.

      Blender VFX: Shatter a Window

      15:34

    • 4.

      Session Completed

      0:15

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About This Class

Learn how to create glass shatter VFX using a destruction simulator in Blender!

Jump into this action-packed 30-minute session with Sir Wade as he showcases the step-by-step creation of the glass shatter effect he used in his "Pose-to-Pose Blender Workflow" class.

Whether you've taken Sir's class or are just looking for a new technique to add to your creative toolbox, Sir guides you through the ins and outs of using a destruction simulator leaving you with the skills necessary to level up your VFX work. 


Sir used Blender 4.2.1 during the filming of this session.

You do not need animation experience to take this class. You’ll just need a computer and Blender.
To learn the pose-to-pose workflow, check out Sir's first class that this session is a companion to.
To continue learning about 3D animation, explore Sir Wade’s full 3D animation learning path. 

Meet Your Teacher

Teacher Profile Image

Sir Wade Neistadt

Animator, VFX Artist, Creator

Teacher

Sir Wade is a freelance Character Animator, VFX Artist, & Full-Time Content Creator.

After a short film about a sick superhero brought him to the Cannes Film Festival in 2014, he completed an online Character Animation education program to immediately be hired at DreamWorks Animation as a Technical Trainer / Educator. His role at DWA as an Artist Trainer evolved to include becoming the Lead Videographer and the Education-Liason for Animation, Surfacing, and Modeling.

After leaving the studio in 2018, Sir Wade has gone on to create one of YouTube's most helpful and entertaining animation resources for aspiring and professional artists alike.

Sir Wade has taught over 50 classes ranging from proprietary software for animation,... See full profile

Level: Beginner

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Transcripts

1. Introduction: Hey, Rowan. I'm Sir Wade. Welcome to my study hall session where we are going to do some effects and learn how to shatter glass inside a Blender. All you need for this session is your computer, Blender of any version, I'm going to be using 4.2, but it doesn't really matter which version you're in, and if you have some finished animation that you want to add this to, great. If you don't, you can do this in a blank scene, just to try it out. This study hall session compliments my class on planning and blocking an animation using the post deposed workflow. If you haven't seen that yet or you want to see where this animation came from, check out that class. Let's get started. 2. Blender VFX: Destruction Simulator : Here we are in blender with some animation and our finished destruction simulation. I'm going to walk you through how to set something like this up. It does not have to be anything this complicated with this particular type of animation. We're actually going to start this off with a blank scene and I'll show you how to build it up from there. A brand new scene file. We're going to go ahead and close everything. I'll delete everything in the scene. I'm just going to start with really any piece of geometry that you want. I'll start with a cube just because that's pretty easy. But you can pick anything you want. The only thing we need to do to start our destruction simulation is to enable a certain add on. Now, as a blender 4.2, if I go to Edit preferences, we actually have a new window here. Before you always just had add ons, but we now also have extensions. If you're using an older virginal blender, add ons will have it for you. If you're using 4.2, you'll have to go into extensions. You'll hit a little button to allow this to get to the Internet and we're going to find something called cell fracture. Can see here, we have to install it which is pretty quick. There it is. It's done. Now you can take any piece of geometry, and if you have it selected in object mode, object quick effect, and you'll see cell fracture. If you don't see this, it's because the add on is not enabled. But with quick fracture, it'll bull up this little menu. Oops. If we click away, that menu disappears. Let me pull that back in here. Quick effects, cell fracture. You can customize this to all kinds of different setting. You don't have to follow the exact one that I'm going to do. But if I just go with the default settings and hit Okay, actually, I'll turn off Show progress real time just to make this go a little bit quicker. You can see right off the bat, it will break the cube apart and what we end up with is a duplicate of the cube that has been divided into pieces. Now, this isn't super interesting just in this way right here. It's also not very organized in our outliner. I'm going to delete those and try again. I'll take my cube, go back to objects, quick effects, cell fracture. This time, instead of using the defaults, I'm going to say that let's bump up the noise. I'll just crank this up to one. I'll say that we want to have a limit of 100 particles. That's probably not going to give us this many. I'll turn on a few steps of recursion, which is going to do some like sub fracturing. Now, this probably still won't look great, but I just want to show you that if I change that suddenly we do get a little bit of a different result. The noise kept it from being that grid that we had before. It added some cell patterns and now we have little pieces of rock. The recursion setting is what gave us these tiny pieces, because it basically subdivided or sub fractured some of the fractures and so that's how it did these smaller chunks inside of bigger chunks. You can play with these settings all you like. I'm going to go ahead and delete these once again and I'm going to show you how I did something more specific for the glass. If you have a certain shape that you want this to break in, what you can do is use the annotation tool inside a blender to draw on this cube and art direct the destruction. Over here on the left, there's the annotate tool, or D is the hot key for it. When you turn this on, you don't just want to start drawing because where exactly that line goes in your three viewer matters. I want to make sure with that selected, that tool turned on, I come up to the placement area and I switch this to surface mode. Now it's going to actually draw on the surface. If I move around, you can see that line is on the object. Now this blue isn't super easy to see, so I'm going to hit the key as in N for Nancy, and I'm going to go down to the view menu, and under the annotations area, I'm going to just change the color. Once I've drawn something I can click here and change it something that we can see a little bit better. Maybe I'll use yellow. That's not needed. It's just so that you can see this a little bit better. I'm just going to draw some lines and say that maybe I want to break this corner. Now I have drawn a bunch of cracks that work specifically on that corner. I will just make some additional lines through here. You don't have to do anything really that specific, some spider webbing there, and maybe I'll do something along the back and just break this apart a little bit. Cool. Let's see what we get for that. With these drawings, I'm going to go back to my object menu. It'll go to Quick Effects, cell fracture, and this time, I'm going to tell it to use the annotation pencil. Since it's on the object, it should read it just fine. I'm going to turn all the noise back off to stick as close to my drawing as possible. The limit of particles you can set here, let's go ahead and say up to 500. I can also change recursion. I'll turn this off just to see really what we get at the source. If you watch some tutorials on this type of process, you might also see that the margin is something that gets customized a lot. This is how much space exists between lines. I've seen it recommended to add a zero here, make the margin even smaller. We'll go ahead and do that just to see what we get. One more thing that we really do want to make sure we don't forget is here under the scene collection, let's actually give it a name so that it organizes all of these little pieces into a new collection. We'll just call this shatter one in case we do some more. Will hit okay? It'll take just a second and look at that. Now, this glitching that you're seeing is because we have all these particles on top of the original cube. I'm going to go ahead and just hide that cube so we can't see it anymore. I'm going to also hide the annotation layer, which is inside of this view menu. I'll end to collapse that menu, go back to my selection tool. Now you can see we've got all of these little tiny pieces of geometry. We're in really good shape. It took that sort of spider web destruction with this is our main focal point of the impact. It built out a whole web of broken geometry that we could now take apart, animate, do whatever we want to do with. Now, I don't know about you, but I certainly don't want to manually animate any of these pieces. That just sounds like a nightmare. What we can do is I'm going to take this whole little collection of objects. I'm going to move it slightly up into the air. I'm going to create now a plane or I guess, it's actually better to use a cube sometimes for collision. Move this cube down here. I'll scale it, make it nice and wide. From here, I'm going to just tell Blender that I want some physics. Now, there's a couple options of what I can do. I'm going to start with the cube that has been fractured. I'll grab all these little pieces by first picking a specific piece to be my active object, then I'll shift select, everything else. You can see that the one that I first clicked is highlighted a slightly brighter orange than all the rest so that's going to be my main target piece where I make all my adjustments. Over here on the right menu, I'm going to go to the physics area and I'm going to turn on rigid body. Now, when I hit this tag and I leave it as active, I've now just activated physics for the active object, just the one that I have selected. Unfortunately, if I hit play, only that one is going to do anything. What I need to make sure I do is anytime I make a change that I want to happen to all of these objects, I need to go into object, rigid body, and then say copy from active. That's going to copy the settings that I have here into all of these other pieces. Now they all are active objects. If I click each one, you can see that they all have the same menu. Now I'll go ahead and just hit Play. It will take a little bit, depending on how many pieces you have. My computer is pretty powerful, so I've got 500 little cubes all interacting and they go right through the floor. Not ideal. Because we haven't yet clicked our floor, told it to be a rigid body and said, Hey, don't be active because active uses gravity, be passive, don't go anywhere. It's not animated, so I don't need to worry about this box. Now, because this is literally a cube, I don't need to leave this shape as a convex hull. This is a custom shape, like all these little fractured bits. I would rather the simulation be a little bit quicker, so I'll use a box. It's less math and it's accurate for this cube. With that done, I'll rewind and hit play. Always simulate from the first frame if you can help it, and we'll go ahead and let this run. We can see that it's hitting the floor in three, two, bam. It completely explodes and off it goes. You can see it actually speeds up quite a bit once all those pieces separate because with them all pushed together like that, they were intersecting and pushing against each other as they were falling which is why it was so slow. But now I can scrub through this part that's been cached. You can see that in my timeline, I actually have this little if you can see, at the very bottom of screen, this little orange area that tells me where my calculation has been figured out until. I can pretty much just play this back and check out what it looks. Now from here, you might be wondering, well, cool how do we have another object actually cause this to happen? Because in the case of my original animation, I had a window just sitting there until it was eventually broken by something else. What we're going to do is I'm going to introduce a new object. I'm going to take an icosphere. Again, you could take any object. You don't have to pick the same thing as me. You could pick another shape, the monkey, whatever you want. I'll just use this. I'm going to tell this to be a rigid body. I'm going to switch it from active to passive so gravity doesn't affect it. I'm going to switch it to animate it. Now I can go ahead and hit I to key frame this object. In fact, I'm going to switch my timeline. I'm going to switch this to be a timeline above, compress that, then switch this to be a dope sheet. I can actually manage my animation. This icosphere I'm going to hit I to set a key, which I will expand this window so we can see my keyframes. There you go. There you can see how key frames down. I'm going to basically just move into the future. You can see my calculations have now gotten a little bit weird because I just scrued. But I'm just going to say go there. I'll make sure I have auto key turned on so it saves that, but I'll hit I again to set that key. It's going to pass through. You can see it doesn't know what to do as I scrub. I have to re simulate the cube here, so I'll rewind and I'll hit Play and I'll just let it run and now what it'll hopefully I didn't miss. I missed, but it worked. It interacted up to a certain point, and I'll go ahead and pause and scrub. You can see that I missed with my animation a little bit, but it is interacting. It shaves off the top and creates some destruction which is pretty cool. But how do we keep that cube from just falling apart from the moment that we hit go? To do that, I'm going to go ahead and make an adjustment to these pieces. I'll select my main piece, shift select everything else. I'll go back to my rigid body settings, and I want to twirl down this dynamics drop down, and I'm going to turn on deactivation. I want them to be able to deactivate, and in fact, if I twirl down more, I want them to start deactivate it. This will mean that they won't actually move until something else causes them to move that hits this threshold of velocity or angular velocity. If I go ahead and just hit G, that might have worked except it doesn't. Why doesn't it work? Because I've only done this to the one active object. Since a bunch of other things are sitting on top of it, they immediately push it down and activate it. I need this deactivation to propagate through this entire network of little pieces about object, rigid body, and copy from active. Now they will all start deactivated until they are made contact with. You can see a second ago they didn't do anything until the ball touched them. Then it activates the simulation. That is exactly what we want. Now, there's one last thing I want to do. Now that all of these pieces are doing what they should, I want to make an adjustment to the weight. You can see that in the setting, there's a certain setting for mass. Now, all of these little pieces should have different mass and different weights. I don't want to do the math for those, so I'm just going to say object, rigid body, and in here is a calculate mass. Since they're all selected, they'll all do it independently, and you can pick whatever you'd like. If this is a granite broken, so look for broken things. Broken glass, broken granite, marble, limestone, peanuts, if you want them shelled or not shelled. I don't know why that's in there, but it is. You have all these different options, you've also got brick, things like that. I'll just stick with maybe broken marble. Well, we obviously want glass for the window, but since this is just a big cube, I think I'll go with marble. We'll go ahead and hit Play. Now, as that cube blows through, we will see a little bit more of a difference from the larger pieces to the smaller pieces in terms of how they move. I'll go ahead and go through here now. The only remaining issue is that they slide around a lot. The floor is very slippery by default. That's one more thing we might want to adjust. If you click on our floor and we go to surface response, you can see that there's a friction slider. We can go ahead and crank up the friction. You can mess with bounciness if you want to make them bounce a lot. Let's go ahead and see what that looks like. Hit the button. This is what's fun about effects to me. If you want to play with the effect settings, just mess with them and simulate. See what there's no wrong answers here because you are just experimenting. You might come across some really happy accidents and just discover cool stuff. If you're trying to replicate real life, then of course, there are numbers and math that you can follow, but what's the fun with that? Just have fun with it. That is how you do a destruction simulation and in the next lesson, I'm going to show you how to be a little bit more specific with things like glass and how to go beyond just this basic simulation. 3. Blender VFX: Shatter a Window: In the previous lesson, I showed you how to set up a destruction simulation that looks like this, and now I want to go a little bit further beyond. If we wanted to do something very specific like a window, what I probably would have done, I'm going to go ahead and just make it brand new, actually, I'll save this before I make a brand new file just in case. That was my recommendation to you is just say what you got. You can always come back to it. Now, from here we're going to keep it really simple. I'm going to make a cube, go scale it down, make it nice and wide. To make the window, what I had done is I did exactly the same thing. I created a cube. I scaled it really narrow in one axis. It could be a plane, but I find that using a cube makes it a little bit better math wise just because some amount of thickness is needed to make a convincing effect. Glass is not infinitely small. It does have some thickness to it. If I take this panel, and I go ahead and take my annotation tool. You could look up reference of a specific broken glass pattern if you wanted to try and match the look. But glass usually has very angular breakage. If I just make a bunch of little lines through the middle there, and I create some little spider web circles that'll hopefully give me what I want. Then I want the edges to have some of this, as well. I'll just go like that. It does not have to be anything specific. You can really play around with this. Sometimes you'll go way overboard and when it tries to solve for the fracture, it doesn't do a very good job. Sometimes you don't do enough, it's very much just see what you get. Now, one thing I just realized I did wrong is I just did all that drawing and it's not actually on the surface. I just did everything I did wrong because I did not change the placement. Let me just go ahead and undo really quick and switch this from three cursor to surface. Now when I draw, I'll actually get it on the object, and that will work a little bit better. Spider web, spider web, spider web, and then some lines around the edges. Does not have to be perfect. It's totally up to you what this looks like. From here, object, quick of X, cell fracture, annotation pencil. We want to definitely give this a collection name Shatter 1. We'll turn off the real time progress to speed this up a little bit, and I'll actually just leave everything else the same except for our source limit. How many particles do I want? I probably want something like I don't know, at least 250, so I hit, Okay. It's not bad. I don't love this kind of big chunky pieces, so I'll just hit Control Z, undo, try it again. If I go back and once again, quick effects cell fracture, annotation pencil, I'll take this up to maybe 400 and just go ahead and hit Okay. Now, if I'm happy with that, I'll go ahead and just hide the cube. Oops, not the floor cube, but the window Cuba I should probably rename these. I'll go back to my annotation view here and I'll hide this layer. Now, here are a couple of quick little tricks. When it comes to the window, some of the things that I wanted to do is I didn't actually want the entire thing to blow out. I wanted to keep some of the edge pieces in the window frame. What I'll do is I'm just going to really quickly say that this is my main piece, grab everything else, and I'll just blaze through this because I've already showed you how to set this up. Active object and copy from selected or copy from active. This one down here, rigid body, passive. What I want to do in addition to making sure, actually, that they are all starting off deactivated, which I'll go ahead and redo that rigid body copy. Then I'll also just re-rigid body calculate mass, broken glass. There. Now in hit play, they won't go anywhere. They just sit there. They do nothing. What I want to do is I'm going to pick some pieces that I want to just stick in place. I think these corners could look nice. I think that one could look good. Maybe I'll take this corner, that bottom piece, that one. Maybe this one over here. I think these would all look nice if they just didn't move. I'm going to switch that from active to passive, and then I'm going to go to object, rigid body, and I'm going to copy from active. Now all of those select pieces are passive. They won't move at all. They'll just interact with the simulation. Now what I need to do is create something to move our stuff. I'll go ahead and use a different spear this time, just to show it. I'll key this and let me make it a little bit smaller. There we go. Just to be super safe about it, I'm going to apply the transformations. Sometimes with simulations, it helps to apply transformations. Blender is not known as necessarily the best simulation tool out there. That title goes to Houdini. But for something like this, I like to play it as safe as I can just in case. Apparently, that's in the wrong spot now. That has to do with the transformation of applications. What is happening? Right to Auto key. You need to make sure auto key is turned on. Now it's there, and we'll send it through the window. Maybe a kid hit a baseball and it goes flying through the window. Now, it doesn't do anything yet because I haven't told the ball to be part of the rigid body simulation as a passive object animated. You can see that there are some different settings here. I could just set this to sphere, for example. Although because of my transformation thing, you can see that it's missing the mark here. I'm going to undo that. Leave it as a convex hole so it's going to try and read the faces, see if that works. If I hit Play, there we go. Right off the bat, go ahead and make this timeline a lot less big so we can see it easy, change it by frame lengths. Now when I hit the button, you can see that some of the pieces go flying off because the ball hits it pretty quickly. If I want to slow that down, I can just change where my keyframe is. I can just make this action a slower motion. I like this, slow it down. Now the ball takes longer to move, and it won't send those pieces quite as far into the distance. That's pretty good. Now, if I had other geometry here that if this window were actually on something, I'd take another cube, go like that, and scale it down. Create a bit of a window seal. What I could do is do the same thing. Rigid body, passive, and switch it to box just for the speed. There you go. Now it'll actually collide with the object. Now, as far as doing this as a window, sometimes, especially if you have a certain camera angle or if you're using a character to do all this work, if your character is appended to your file or the character just lives in there, then you can typically just pick your character's mesh and tell those pieces to be rigid body objects and be passive and animated and so on. But there are some situations like when you link a rig or just in some cases where Blender has a hard time computing that, it for some reason, just won't use your character's geometry to drive the simulation. Like, you'll do everything right you'll hit the button, and then the character passes through it it doesn't interact whatsoever. When that happens, you're going to want to just make a proxy character out of geometry. Just take a bunch of spheres, put one where the head is, put one where the arms are. It's a huge pain to the but you can basically just kind of make a rough approximation of the character out of primitive shapes and geometry and constrain it to your character's joints and their bones and things like that, whether it's to the armature or the controls, your call. But then you can just tell those objects to do the work. So there's workaround if you need to. Again, this is because blender is not designed as like the simulation tool. It has a few quirks. But once we have this done, this gives us a really good base, and the last thing we want to do for something like this type of work is we want to take all of our simulation data, all of this here, we get rid of that from our selection. We might want to go to object, rigid body, and bake to keyframes. This, I'll leave it at the full range. This will do the calculation from the full beginning, all the way to the end, and it's going to save each piece, each little fracture is going to receive keyframe data to represent its motion through space. This means that you never have to simulate again. You don't have to sit here waiting for it to do the math. You can freely scrub, you can jump around because it's no longer doing math. It sent all that to keyframe data, and so you can decide, You know what? I don't like these pieces that fall backwards. In fact, I'm going to get rid of them entirely. You could hypothetically just delete them. You now have a broken window. There's a bunch of pieces missing, but now you know that all the pieces will fall forward. Now, that's probably not what you want to do, but the idea is you can make adjustments. And so if you have a certain piece that's just distracting, you're like, this one just looks really bad from the camera. I don't like it. You could delete it. You can change it. You can go into the graph editor, and you can modify it. Things like that. That is a good process for being able to sort of save your effects into your scene. It's no longer editable in a way of, making large changes to the settings. Every time I change the animation now, I'm going to have to like, this wouldn't work if I were still changing the animation. You want to do all this effects stuff after you've already animated your shot. Because if you're changing animation, you have to constantly re sim and that can be time consuming. But once you're really happy with it, it's a great idea to bake to keyframe data so you don't have to keep waiting for the math to figure itself out. Instead, you can now say, great, I have this scene, I have all this stuff. I can do lighting. I can do additional effects on top of it, and there's nothing really hindering me at this point. Now, the last little tip is that if you want this to feel more intense, just do this a couple of times. That is what I did in the example that you saw, which I will go ahead and save this file and show you. So here's the file. And what I ended up doing on frame 7 is where I have the breakage. I have one last tip to tell you how I did this. But if you look really closely, I'll go to wireframe mode. I actually have two layers of breakage. I have a front layer of really thin glass that I can go ahead and move. Behind it, you can see there's a layer of chunkier glass. So I've just done two different cubes at two different thicknesses and send them independently. They could all be part of the same simulation, if you want them all bouncing off of each other. But because this is such a quick action, I just did both separately, set them all to key frames, and then they just live in two different collections. So what that allows me to have is way more custom pieces, but in this variety of really thin little jagged pieces like this one, that is highlighting. There we go. That one right there, as well as these big chunky ones. That just gives some variety and some texture to this effect. The last last thing is to point out that the window starts off unbroken. All I've done is I've taken the original cube that I started off with that I decided to draw all over and mess with, and I animated it to turn on and off its visibility. Now, this is where blenders tools are not the best for this kind of thing when you're doing a simulation, if you have a glass shader, where you can see through the object. Because if I have this object selected and I go to its object properties right here on the right, down under the visibility tab, I have keyframed on frame 6. I have this object keyframed that it's visible in viewports and renders, and then on frame 7, I hide it. I turn it off. So that object, that unbroken piece of glass, that cube, it exists for the first six frames, and then I turn it off and I hide it. That is when I turn on all these other individual pieces. Now, unfortunately, in my case, because I had all this custom stuff per cell fracture, I wanted the math to be independent for each piece. So I did that thing where I had them all selected and I did the mass calculation. So since they all had different numbers associated with them, I had to individually go through each one of these hundreds of cells and set the keyframe, go to the next one, set, It's keyframe, go to the next one, and set it's keyframe. You don't actually have to do all of that. If you just have one active object, you said it's keyframe, and then you copy all of them, and then you do the same thing where you say, Well, I guess, the hot key would be Control L, and you could say Link animation data. It would then link that one keyframe to all the other pieces. That actually would have been a much smarter workflow. I'm not sure why I didn't do it that way. I learned from my mistake, and all you have to do is turn on and off the one you want to see and then turn off and on the ones that you want to come later. That is how I turn on the fracture and how they explode from a seemingly complete window, and it works this way because the objects don't actually break until frame 7. I just wanted to hide that so we don't have, like, a fractured piece of glass the whole time. Otherwise, that would look weird, if we were just staring at this beforehand. So that's what I did here. Just for effect. Then to make it look like glass, it's easy enough. You just tell all those objects in the shading mode. You just grab any of these pieces or grab all of them, and just add a glass BSTF. There's a texture specifically for glass. You can adjust it if you want to, make it frosted glass or give it a color. But you plug that in, you use that material for all these pieces, and you're pretty much done. They look like glass. They will look better in cycles, which is fine. Switch it to cycles. It takes a little bit longer to render. But that's how I made it look like this. If you have an environment and sky texture and all that kind of stuff, they will reflect it wonderfully. That is how you specifically shatter a window and deal with things like glass where you want to control when it is or isn't visible. Normally, you wouldn't have to hide and show everything if it were a rock, but because the glasses see through, you have to swap them. If this were just a block of stone, I would just have one block of stone turn off and reveal what's behind it. But obviously, you see through the glass. So that's the trick. 4. Session Completed: Thanks for tuning into my study hall session. Be sure to share a screenshot of the glass shattering that you've created, or whatever it is you had destroyed, in the project gallery down below. Can't wait to see what you made.