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BUILDING DESTRUCTION - BREAKDOWN

I was responsible for the layout, animation, FX (destruction, debris, smoke), lighting, rendering, and compositing.

 

For this project, I used RBD simulations to create the building destruction, including collapsing walls, floors, window frames, glass-breaking effects. Then, I used POPS to emit particles from the fractured building walls and instanced small debris onto those particles. Additionally, I used the building's walls and floors as smoke sources, generated smoke trails using POPS, and simulated the smoke using the Pyro Solver. Finally, I composited all the layers in Nuke and handled the color grading and final look of the scene.

Source:

Building Asset: Mingli Xing

Building Texture: Poly Heaven - Rob Tuytel

HDRI: Poly Heaven - Savva Zakharov

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