The aim of this project was to give us an idea of the visual effect of the destruction of a wall made of different materials when it is broken, and to choose two materials to study and create so that the final result is close to the reality of the situation. Further understanding of the creation of FX in houdini and the use of individual nodes.
In computer graphics and simulations, rigid bodies are commonly used to represent objects with solid, inflexible structures. Rigid body dynamics (RBD) simulations simulate the motion and interactions of these objects in a virtual environment, allowing for realistic physics-based animations and effects. Rigid body simulations are used in various applications, including animation, visual effects, video games, engineering simulations, and more.

First we learnt about the creation of different material objects and then used the RBD tool to destroy him.

Depending on the material properties, wood is a fibrous material that exhibits different types of fracture patterns and behaviours at fracture
RBD has different material types to choose from to create different effects. Adjust stiffness, density, and fracture patterns to achieve realistic results.

Summary:First make the model then use rbdmaterialfracture to select the desired materials, break them up and glue them together. Then relate the external forces to the breaking of the model and then create constraints to show the interaction between the broken pieces of the object and the scene.

I tried both wood and glass, which can be helpful for later production.
Production

I made brick walls in houdini, made by crossing and overlapping two columns of bricks, in order to get close to the most realistic wall.

Then I made the concrete wall to sandwich the brick wall in between, added rbdmaterialfracture to give it the properties of a concrete fracture.

Secure the sides with two posts to achieve the effect that only the centre section is broken.


The sphere was then created giving it a pointvelocity to create a fast crashing effect. Then added colours and constraints to the brick wall.

They were then combined to create the simulation.


Then I kept tweaking the dust and smoke effects to make it look more realistic.


Finally I added materials to the walls and ball, added environment lighting and this is the render.

