• Gone.. reduced to atoms


    Totally logical! the lightning frying up a water bottle.

    Made using blender 2.83
    Focuses on particle-explode modifiers, force fields

    To create the disintegration effect, I started with 2 images one with the water bottle and one without.


    As I want these background images to interact with the lighting changes, I applied these images through a principled BSDF as materials to two separate planes matched to the output resolution. I scaled the plane without bottle to zero for the first part of the video. After the lightning strikes, the first plane is scaled to zero and the other is scaled to one. 

    Coming to the lightning, I started with a cylinder and extruded one of the edges to create something similar to a lightning. 


    To add a bit more randomness, I added a displace modifier with animated strength. As for the material I gave it a simple emission shader. As they are visible only for short intervals of time, I key framed the strength frame by frame. I used the same bolt for both lighting stikes animating the location, rotation and scale of it.

    Then I made the water bottle from a cylinder and the handle strap from a curve making sure it has enough geometry. I wanted the bottle to glow along with the lighting, when it struck. I simply duplicated this bottle and gave an emission material to one and ash type material to another. For the glowing bottle, I timed the lightning with the emission strength of the bottle.


    I scaled the two backgrounds and bottles accordingly to get a seamless transition. Here is the same shown much slower.


    The disintegration effect is achieved by particle and explode modifiers together. I added a particle emmiter with start and end frames set to the same. Increased the lifetime and reduced the normal velocity to zero. In field weights I made the influence of gravity to zero as well. This is to better control the motion of the particles.

    I added a turbulence force field and a wind force field to control the direction of the particle flow. I increased the strength of the turbulence.

    But to actually make this divide into several pieces, in particle settings I changed the 'render as' setting from halo to none. Added an explode modifier.

    Then to mask the effect of force fields, I added a cube and scaled it up. For visibility, in object properties under viewport display I changed the 'display as' setting from textured to bounds.Then I added a collision property to it and increased the field absorption to one. But to see the effect, the force fields must be enabled for absorption in their physics properties. To ensure the particles are not effected by this cube, in the collision properties increase the permeability to one. Now animating the outer cube gives the effect of directional disintegration.


    This is the final result.




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