Working with Trees, Destruction, Fracturing, Constraints, Collisions...
This was by far the hardest scene to pull off. I couldn’t get it in time for the FMP deadline because of time and rendering problems, but I still managed to get it the day after (it is now updated on my Vimeo showreel link).
When I was at FMX, I spoke to Rico Dober, their FX Supervisor, and he told me how they are working with destruction a lot now (the summer FX Scheme is also focused on teaching destruction) and he told me how one of the hardest challenges was to destroy a tree, getting the physics and everything right.
To create this scene, it took me a lot of time doing all the steps, and also problem-solving and improvising. It was a real challenge and I enjoyed solving it, but it did take a lot of time.
In any basic destruction rig on Houdini, you need the base geometry. After that, you need to break it down into different parts (in my case: main tree branch, secondary branches, and smaller branches). After that, you need to fracture all these elements, on different sizes, with slight clumping and toning the physics, and since in this case it was a wood fracture, I had to deal with the fracturing process differently.
Once all of that is done, the next step is creating “constraints”, some kind of glue that sticks the pieces together when they break and makes sure everything breaks naturally.
After that, the simulation is created, with forces applied and everything running. I decided to make the fracture in slow motion as well, since there would be more detail and the forces would act slowly. Here’s how it looked from the viewport:
















