Particles and Procedural Effects – RBD Destruction

RBD Destruction – Cookies

Important Statistics:

Houdini Version: 20.5.278

Renderer: Karma CPU

Avg. Render Time: 14.4 min

Resolution: 1920 X 1080

Number of Lights: 3

Technical Guide

Fracture and Custom Constraints

To create a custom fracture using voronoi, I painted a density map on the fog volume and scattered points within that volume.

I used an attribute paint to determine which parts of the glue constraint would be affected more than others.

Multiple Custom Constraints – Renaming Pieces 

I wanted to control the break for two different cookies, but I also wanted them to interact with each other. To get two separate glue constraints in the same DOPnet, I went back into each object and renamed the pieces and constraints for each cookie.

DOP Network

To make pieces settle once they hit the ground, I increased drag over time using $FF.

Transform Pieces

I created a low-res version of each cookie for the simulation, cached the pieces as points, then replaced them with more detailed geometry. I used the RBD Interior Detail node to add some noise to the interior pieces and I used an attribute VOP to add noise to the edges of each piece. 

Points
Proxy Geometry
High Res Geometry

High-Res Geometry + Edge Noise

Debris

I simulated the debris using the pieces as the source for particles. Inside the POP network, I used the POP Replicate node to create more particles and adjusted the ground’s physical properties to achieve the look I wanted. 

After bringing the cached points back into SOPs, I used Copy to Points to replace the particles with variations of geo for cookie crumbs.

Rendering

I adjusted the camera properties to create a shallow depth of field to match the reference video.