this is a digital asset crafted in a simple yet clever way for sidefx Houdini

Destructionx is the simple node to give you a fast and decent destruction effect for any Geometry in Houdini and every software that supports HDA [Houdini Engine] like Epic Unreal Engine or Unity etc.

  • Simple, Flexible, quick setup
  • Smoke and dust using pyro and vellum solvers
  • individual outputs for each element
  • support animated deformed geo as a guide
  • support velocity for guide geo
  • Auto-checking for an updated version
  • Real Impact for a more realistic result
  • MPM Source as Input
  • Open setup for modification and customization
  • Customizable fractured object as input ๏ฟผ
  • RBD Simulation as Input
  • Force as Subnetwork (only RBD Force)
  • Smart Explosion using Pyro
  • Visualization for speed workforce
  • First: it will take Geometry for destruction, edit Fractured Packed RBD object or prebaked RDB Sim and MPM Source (drag distructionX node as containers and add ‘/container_MPM’)as input
  • Second: it will take guide as geo with “v” for guiding the simulation (it can be animated or deformed) and if you want static object as collision you can create RBD configure node and set the active to 0 (dynamic= active to 1) and use RBD pack and connected

using chop to miniplate timescale to achieve realistic results

  • Sleep: will set active (Main Geo) to 0 until the Impact
  • Frame: which frame will impact happens
  • Duration: of Time warp Happening (Frame)
  • Time Warp: How Much speed will apply
  • Shockwave: Response force for Impact

using the latest MPM Solver For combining different elements with the Simulation

  • Solver Quality: this basically particles separation for MPM Container
  • Holder: this will use the same MPM Source Object with (Y) Offsets to prevent object from falling
  • Sticky: amount of sickness its will apply to container and collider
  • Memory & Rest Sim: it’s apply globally to all solvers

this will add element for falling pieces after RBD Sim

  • Smoke Amount: how much smoke will emit from flame
  • Trails: you can select pieces from pieces selection to have smoke ,fire or both
  • Explosion: can have apply to Real Impact ,pieces or both and you can offset shape and multiply the size
  • Dust: can apply to pieces ,Explosion or both now
  • Explosion Amount: how much particle emit when explosion happen

if you want to add dust and pyro you can simulate RBD first and go (timeline) to the destructions part and change Visualization mode to Pyro Selection (in case adding pyro) then pick the pieces you want to have smoke with pieces size (base on size) and pieces speed (base on speed) after that set Visualization mode to simulation