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Houdini House Destruction
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Houdini House Destruction

by TommyFord on 22 Nov 2023

My final major project whilst studying. I focussed on Rigid Body Destruction and supporting it with volume and particle simulations. Models from 3dream Library.

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FX

The FX are all done in Houdini. The wood has a grain direction attribute for the splintering and for  the cone constraints to create the flex in the wood. Glass and tile have unique behaviour too. The fracturing is only done at the highest detail along the path of the tree to save sim time. The supporting particle and volume sims were created from the destruction. Along with a wind airfield effect which also drives the leaves simulation.

The trees are created in SpeedTree and exported with a wind animation as alembics. The power lines also do a vellum sim to make the wiggle in the wind.

LookDev

Lookdev was done in Substance Painter, with a base pass and gunge pass exported. The shader setup in Arnold allowed me to control the strength of the grunge easily. I think looking at the final pass I could have pushed the grunge further to add more visual interest.

For the glass their is three masks done in substance painter that I use to control the grunge on the windows, this made it a lot quicker to make change because I could do it all in the shader.

Composting

For the comp it was pretty basic, most elements were layered so I rebuilt them and adjusted the layers if they needed it. Then just some distortion, slight DOF,  lens effects and lens grime to help get rid of some of the CG look and add to the stormy feeling.


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