Rigid-body simulations

to real-time engines

Software used:
Houdini
PopcornFX
Unreal Engine 4
RBD simulation done inside Houdini

For any convicing destruction effect inside a game, you can't always rely on real-time mesh destruction/subdivision.Most of the time, it will be hard to art-direct and heavy on the performance cost. You'll often need to use pre-rendered solutions to be able to control every aspect of your effect, hence the many uses of rigid-body solvers like the ones you find in SideFX's Houdini or other technologies like RayFire.

Our technical artists are used to every major tool, and can greatly improve the quality of your effects by mixing different solutions together. Here's an example of a simple RBD destruction baked in Houdini, transferred to PopcornFX in order to retrieve useful data and add a layer of real-time simulation on top, and finally rendered in Unreal Engine.

Left: settings for exporting material-related data.     Right: volume workflow used for generating the voronoi pattern.
The pieces' positions are exported as a simcache and imported inside PopcornFX to re-use them as a driving layer to add smoke/debris/etc.
Preview of the Blueprint setup inside UE4

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