While working on constraints in the car crash test scene, I had the need to create combined materials, such as a car windshield having a multilayer structure consisting of several layers of flexible plastic film and solid tempered glass glued together.
I have allocated the work with combined materials to this additional project and conducted many different tests within this project.
In the story, a metal ball flies through a concrete tunnel imitating the gallery of a shooting range, breaks the glass and hits the center of the target.
The initial goal was to create a simple combined material that is close in physical properties to the windshield of a car. I went further and, in the process of working on the project, learned how to procedurally create and control custom crack shapes in glass, control the speed and shape of crack propagation, and create settings to control the effect of force and speed on fragments.
Also, while working on the project, I developed a concrete shader that creates a unique texture and displacement throughout the tunnel and significantly reduces the rendering time compared to the "concrete" material taken from the shelf. Motion Blur was not used to better see the result of the shader.
Within the project I improved my virtual camera tracking skills. It was also a useful and interesting experience working with a large number of lighting sources (geolight). I wanted to convey some additional dynamics through a changing curved line from the reflections of light sources in a metal ball.
In this video, you can see how the cracks from the collision diverge more slowly than in reality. This is one example of controlling the speed of crack propagation. Crack propagation is not only associated with the destruction of constraints during rbd simulation and can be applied independently.