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TOTAL DURATION: 1h 44m 10s

This tutorial was created in collaboration with SideFX as part of the Houdini Ignite Workshop Seoul 2025.

https://www.sidefx.com/houdini-hive/ignite-workshop-seoul/

This tutorial explores efficient, scalable techniques for large-object destruction in game cutscenes and other scenarios where traditional methods such as creating separate fractures for each material layer and managing complex constraint networks are either too slow or result in caches that are too heavy for real-time use. Fracture complex meshes while decoupling geometric detail from simulation detail

Simulate RBD (rigid body dynamics) at low resolution and transfer the results to a high-poly mesh Simulate debris and export variable piece-count caches using VAT (Vertex Animation Textures) Simulate smoke and get tips and tricks for using Heterogeneous Volumes in Unreal Engine

You will benefit from this tutorial if you are a Technical Artist or FX Artist with an interest in games and real time graphics. A basic familiarity with Houdini tools (SOPs, ROPs, Game Labs tools) and Unreal Engine 5 (Scene layout, Materials) is assumed.

COMMENTS

  • Mttvizzi 3 weeks ago  | 

    Thanks for sharing this, i was working with VATs blindfolded and i was happy to see that i was adapting the right workflow.
    I will love to see something about flips with VATs!

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