top of page

Wall Destruction

Brief User Manual:

The main objective of this project was to develop a highly detailed simulation that accurately depicts the process of destruction, incorporating the use of a wrecking ball and the realistic addition of smoke amidst the resulting debris. To achieve this, I utilized two different wall materials, concrete and brick, to showcase the diverse nature of the demolition process.

  • Render Program: Redshift                          Average render time: 3min (per frame)

  • Resolution: 1280 x 720                               Samples: High

  • Threshold: 0.005                                          Lights: RS Dome Light (HDRI)

Technical Guide

Concrete wall

image.png
image.png
  • I used a remesh node to create a concrete wall, and then I applied a noise effect to the surface using an attribute VOP node. This added variation to the wall, making it appear more realistic. To simulate the wall breaking apart when hit by a wrecking ball, I used a scatter node and Voronoi fracture. This divided the wall into multiple pieces. Additionally, I incorporated a VDB from Polygon node with an RBD interior detail node to generate a detailed rock surface inside the broken sections of the wall. This enhanced the realism and provided a more intricate appearance to the interior of the wall.

Brick wall

image.png
image.png
  • To create a brick wall, I first modeled an individual brick using a box. Then, I used a group expression node to generate points on a grid. Next, I utilized a copy to point node to duplicate each brick and place them on the points of the grid. This allowed me to populate the grid with bricks, creating the wall structure.                                                                                                                                               

  • To simulate the brick wall breaking apart, I applied a Voronoi fracture like what was done with the concrete wall. This fractured the brick wall into multiple pieces upon impact. Additionally, I incorporated a rbd interior detail node to add a detailed rock surface inside the broken surface of the brick wall.

image.png
image.png
  • To prevent the entire wall from breaking when the ball hits a corner, I employed an attribute wrangle node along with these VEX functions which simulate pieces active only when the value of height is larger than y axis.

​

  • Using connect adjacent pieces which creates line nearby pieces to make constraints. Then I also add attribute VOP to add noise. Then connected them in to RBD wall simulation.

image.png
  • In the wall simulation, I incorporated RBD (Rigid Body Dynamics) packed objects. To ensure that the wall remains stable when struck by the wrecking ball, I applied hard and glue constraints. These constraints provide structural integrity to the wall, preventing it from collapsing completely upon impact. Furthermore, I introduced an RBD hero object, which represents the wrecking ball. The wrecking ball was anchored or "pinned" at the top of the simulation using the RBD hero object. This pinning allowed the wrecking ball to swing freely and effectively collide with the walls, simulating the motion of a real wrecking ball in action. 

Brick wall

image.png
image.png
  • By bring wall destruction simulation through object merge, I made debris source which that I can source it to smoke simulation. Then I add attribute wrangle with VEX saying that if the age attribute of the current point is greater than zero then resulting in the removal of that point from point cloud 0.

image.png
image.png
  • Then I bring simulated particles using object merge and set particles to born and die when fracturing starts using dop net.

Smoke

image.png
  • Finally, I sourced smoke to the debris so that smoke can appear with fracturing pieces of the wall together. I used sparse pyro for the destruction of smoke and added gas disturb node to apply noisy forces to the velocity field. Also controlled density scale and shadow scale inside pyro node and connect into pyro solver. Then I used dissipation inside pyro solver to control smoke disappears before it hits the ground.

bottom of page