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Game Destruction FX

With Houdini RBD, Axiom, and Niagara system effects.

About

In-Game VFX

Game destruction effects are a complex undertaking that requires an in-depth understanding of VDBs, Houdini solvers and simulations, and optimization techniques. By creating this environmental destruction scene, I learned how to seamlessly combine real-time FX with Houdini caches, while still being relatively light on performance cost inside game engines. 

For this project, I used a kitbash pack from KitBash3D, the Axiom toolset by Theory Accelerated, and Zibra VDB.

I started by fracturing my destruction mesh. I used an iterative fracturing technique with levels (an HDA I previously created during undergrad and already had on-hand) for full control over the number of pieces I was getting. Too many pieces will slow down in-game performance and simulation, so I wanted to avoid creating future issues.

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sideBySideTower.png

I simulated the RBD tower collapse using proxy geometry-- to save on performance cost-- caching the sim points, and then applying that point data to the final geometry. I used weak glue constraints between the pieces in order to create a 'buckling' look.

To make the smoke simulation that followed the tower collapse, I used a Pyro Source node to scatter points over the fractured pieces, rasterized the density and velocity fields, and then passed that through an Axiom solver.

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Caching out the Pyro smoke took the most time of this entire project; I needed to go through many iterations for lookdev, spending about 30 hours on caching alone. The long cook time was a bit frustrating, since I have a feeling there were ways to avoid it; in the future, I'll be exploring efficient caching methods for Pyro.

smoke.png
explosion.png

Since I was already working on Pyro, I made the impact explosion.

After importing all components into Unreal Engine and syncing them with Blueprints, I integrated the Niagara effects into the simulation on a per-piece basis, attaching them with Unreal's skeleton system. My original plan was to have many effects layered on top of each other, but I found that the scene became visually overwhelming. I settled on one effect (debris with trailing smoke). 

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© 2026 by Sam Mason

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