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
  • Optimize and Easy RBD solvers
  • Multi-fracture in one place
  • constraint Builder
  • Internal catch system
  • Deform Object as input
  • support animated deformed geo
  • multiple Trigger Mode
  • Auto-checking for an updated version
  • Timewrap 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
  • Smart and amazing Shockwave
  • Visualization for speed workforce
  • multiple Output mode
  • 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 Packed RBD as Dynamic Trigger and its can take normal geometry with velocity (v) as guide or constraint manipulator
  • Thierd: it will take normal geometry for collision

This is will determine the input and will detect automatically

  • Normal: if your Geo is a normal Geo
  • Mix: if you have multiple RBD packed or MPM object
  • Sim: If you DestructionX node First Output as input

This general setting is mostly for RBD solver and MPM solver

  • Solvers: this typical stuff like start frame and time scale etc..
  • Catch: this will determine catch setting and location, and AutoCatch means when you click on catch in input mode, its will catch from the beginning if you want to switch, only you can turn it off

this will control all the impact behavior

  • Trigger: it’s three mode self means you have active object as input and Dynamic Object means you have rbd Packed as second Input as active and Internal Force Means you have regular object with velocity in second input and of course you can ainmated too, Sleep will make the main object deactivated until active object hit it and Constraint Remover will offset the object for removing the constring
  • Fracture: Attribute Pieces will build constraint using input Normal Geometry. Name and Search Radius will determine the constraint quality, and Material Fracture will use RBD Material Fracture to create pieces, and you can add a mask or group and adjust the constraint
  • Behavior: it will determine the behavior of the pieces when impact happens, if you want an explosion-like effect, you can increase the bounce
  • Collisions: you can adjust the collision in this section
  • MPM Solver: the MPM Solver Setting coming in the Next Version

This will Generate After The Impact

  • Apply: Origin Impact means the first impact that starts everything, and Fragment Impact means the pieces generated after the origin impact
  • Energy & Speed: Energy basically is the Growth Duration in Frame and the Speed is Growth Speed
  • TimeWrap: it will apply retime and will speed up the sim when impact happen,s and for more precision use better mode after you catch the sim
  • Distance and Merge Threshold: you can increase dthe istance for impact will detect sooner, and before the colliding andthe merge threshold will make the merge smaller impact circle as one
  • Include Groups: you can select the points that only you want to impact happen
  • Size & Speed: you can control the selection using these options and Size Base Constraint Network means the multiple pieces that have constraint network will be determined as one piece for more info, enable constraint on visualization
  • Explosions: will create pyro burst source when impact happens andthe duration of the explosion will be Impact Energy, and pyro mode will add density and burn for pyr,o and Field Intensity will multiply density of pyro fields in VDB Output mode
  • Shockwave: Include Pieces will add source to the main object and Output Mach Diamonds will export shockwave Doom in second output and will create Group for them to split it easily and you can adjust the shockwave shape in shape Section and Generate Velocity will create velocity base one the movement growth or normal Vector and Explosion will create pyro burst source instead of flat source and Camera Shake will add noise movement to selected camera and you can offset the initial shake base on distance
  • Trails: will create a source for Each piece

this will determine the output’s source

  • Main: you can switch the original geo with the fractured pieces in specific frame at once, or grow based on impact doom
  • Effect: you can export the source as point or vdb, especially for pyro
  • Collisions: include the Main Object as mesh or only rasterize velocity

this will help you to see the underlying operations

Simply copy the file into C:\Users\”your user name”\Documents\houdinixx.x\otls

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DestructionX Road Map
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