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Houdini Destruction Simulation | Chimney structure collapse Bullet RBD breakdown with video ref

Plan to do chimney structure destruction in bullet rigid body, then fall into the pit trap of scale visual design from the original model was not the same scale with video reference (that is the problem with the internet geometry model after many modify fixed topology, then scale measurement became a nightmare), the animation effects did not cool until many revisions to adjust those dynamic behaviors until looks good.

As moved on to other projects, I decided not to render polish after revising the entire correct scale, and art direction. Through the project I found many ways to work on Arnold .ass file, sequences for instance, then rigid body destruction instance with Alembic workflow for motion vector channel AOV benefit, including camera and object motion blur.

First do wanted to apply displacement only in render time, but then found out there are many issues with this method, actually With the detail and visual of this project, it's hard to see those issues but that is not the way of working when you know something wrong then just leave it there :) Get into a whole experiment destruction workflow render chain that as an FX TD I should not spend my time focusing on too much, learn a bunch, have fun with vellum, make some simple vellum tree, wind tree, ...

Actually if submit this to some cloud render service, it could be done in no time, and I don't have to care about those technical wandering, sounds very custom, very buzz, and very nerd but actually, it just takes a lot of time out of having fun with animation effect art direction and creative exploring, losing the momentum of making the effects more outstanding.

Although Alembic workflow is not that straightforward. Arnold .ASS export is slow, mix matches various stuff to have good debris geometry instances making the work very cumbersome, which is become a technical engineer working style but not any cool fun animation effects anymore.