GroundExp
This R&D focuses on controlling a massive number of RBD objects, managing a large-scale constraint network, and handling the overall simulation data flow efficiently.
At the same time, the setup needed to remain art-directable and controllable, so I introduced multiple simulation conditions and procedural controls to guide how the destruction behaves.
This is a fully dynamic RBD simulation. There are no particle-based fillers, fake coverage meshes, or non-simulated geometry used to create the destruction volume. All visible elements are driven by actual rigid body physics and dynamic collision.
A major part of the challenge was balancing simulation scale, constraint complexity, collision cost, and data management while still giving artists enough control over timing, activation, breakage, and overall motion.
For the jet engine effect, I also created a pyro simulation in Houdini, which you can see further down the page.
I used a custom flame simulation setup along with a custom emission/color gradient to control the look and progression of the flame.
The goal was to create a more art-directable jet flame while keeping the underlying motion and behavior grounded in the pyro simulation.