Final Result


Pieces - Constraints - Particles - Smoke


Each part of the building was separated and fractured so that the brick, wood, and glass pieces are made differently. The frieze which has creases was converted into vdb point cloud for easier simulation.


Constraints are grouped into three different categories: strong, weak, and in-between constraints. Strong constraints are made for pieces that are close together and are hard to break. Weak constraints are pieces that merge between two clusters together, and are easy to break. In-between constraints are contraints that hold different parts of the building together.

RBD Simulation

For the RBB sim, I put toghether the rbd packed objects, colliders, the glue constraints, and a solver to break the contraints. Then, air resistance and speed limits, since rbd packed pieces are essentially points with transformation data, pop-related nodes also apply to them. 

 A custom force made from Point Vops was also added into the sim.

Particle (Debris) Simulation

By importing the proxy version of the building and using debris source, source points are generated from ‘debrissource’ and computed velocity for the particle simulation. 

Smoke Simulation

After the particle simulation, age and speed of those particles are determining factors for setting the density. Attribnoise was added to the velocity. Then the points are rasterized and put into the dopnet.

Microsolvers are added, as well as volume collision from the building rbd pieces as well. A speed field is also added to control disturbance.

Lighting & Rendering & Compositing

For these steps, I was inspired by sunny NYC photos of the 20th century, so I shaded in daylight, rendered, and composited onto a sky background. Then, I post-processed it into Black-and-White, with some colorgrading for more contrast and dramatic-ness/theatrical. I might add some film grains/camera noise to it as well.


Responsible for all except modeling - Huy Le (me)
Building Models - David Grzesik