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Schedule

Idea and reference

This is an experiment using AI-generated video as a reference.

Original plate

AI Gen

Link

https://www.youtube.com/watch?v=0l3AkMJsJLM city destruction reels

https://www.youtube.com/watch?v=LGAGYB72xxA building destruction reels

https://www.youtube.com/watch?v=hCcFV2IkJlE building destruction reels references

https://www.youtube.com/watch?v=7_EuEI32DJk&t=628s real buildings demolitions

https://www.youtube.com/watch?v=TmeFRNyYppo real buildings demolitions 2​

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Pre-vis

I used a Vellum Solver for the cable simulation, treating it as hair and string constraints. All modeling was built procedurally.

I added more structural components and animated the bridge to sway and wave.

Dynamic Camera move is added

Modeling
 

Smoke

Dynamic Camera move is added

Lighting & Texturing

Procedurally generated and shaded textures.

Compositing

Feedback

I received feedback on the final shot and identified the following areas for improvement:

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  1. Background integration: The current background lacks realism. Compositing a photorealistic background in Nuke would help create a more convincing environment.

  2. Road texture stability: The road texture appears to slide in world space rather than remain attached to the geometry. The texture mapping needs to be corrected.

  3. Chromatic aberration: The current effect looks unnatural and needs to be refined to better match realistic lens behavior.

  4. Smoke detail: The smoke appears too soft and cloud-like. Additional distortion would help break up the larger shapes and introduce more variation.

  5. Material refinement: Several materials need further development to achieve a more convincing result, particularly those on the bridge.

Renewal

I wanted to create this shot entirely in CG, so I decided to use one of the new features in Houdini 22, COPs Terrain Builder. After watching Dmitrii’s tutorial, I learned the workflow and used it to build my own environment.

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Before moving the project to Houdini 22, however, I ran into a major licensing issue. My Education license had expired, and the project was not compatible with my new Houdini FX commercial license. As a result, I had to rebuild the scene in Houdini 22 rather than simply opening the original file.

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This led me to experiment with Python scripting. I used an AI-generated Python script to extract the node structure, parameters, connections, and other scene information into files that could be used to reconstruct the setup in a new Houdini scene. The process worked successfully and allowed me to rebuild the project in Houdini 22.

Export

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Import

Cops and Terrain

I also refined the concrete simulation and added more structural details to the bridge, including pipes, plates, and cable supports. I adjusted the overall scale as well.

High-Res

bridge_cache_01.png
bridge_cache_02.png

Once all the proxy geometry was cached, I used the Transform Pieces node to transfer the simulated motion from the low-resolution pieces to their high-resolution counterparts.

Vellum Solver

The metal mesh is made of numerous thin steel wires woven together, giving it a cable-like structure. To simulate its behavior, I used Vellum Hair constraints with high stiffness. I also wanted the upper and lower sections to detach irregularly, so I randomized the breakthreshold attribute to introduce variation in when the constraints break.

bridge_cable_01.png

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