Using the building asset I found online, I simulated building destruction in Houdini. While the asset was nice, I went in and applied UVs on parts that didn't have them, applying textures, but most importantly, fixing the asset to be a destruction-ready model. 
For the destruction FX, I made strong and weak parts on the constraints in order to have parts break off at different times. I also only fractured the areas that were going to break for optimization purposes. For smoke FX, I  made the main black explosion, lighter tone debris smoke, and small trail smoke using Pyro sim. 

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