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Workshop

Controlled Building Demolition FX in Houdini

A Workshop
by Timucin Ozger

Full Set Destruction With Timucin Ozger

advanced
5h 49m 17s
13 Lessons
A Workshop
by Timucin Ozger
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Discover how to create an art-directable destruction scene in Houdini with this 5-hour workshop by Timucin Ozger, Head of FX at the award-winning Mr. X. This entire workshop is taught inside Houdini; only a basic understanding of the Houdini user interface is all that is needed to be able to follow along with this tutorial, from an empty scene file to a full-set demolition.


Tim reveals his production-proven, rigid-body destruction (RBD) techniques using the RBD Bullet Solver and shares how to properly fracture a model and create constraints together with secondary simulations such as debris and pyro effects. Throughout the process, Tim explains all the tools and concepts required, from TOPs setup for fast iteration, RBD Material Fracture, Packed Primitives, RBD Constraints, simulation secondaries, Custom DOP net smoke setup, Sparse Sim Pyro Setups, for-loops with Compile Blocks, Instances, and rendering with Redshift. As the final step, Tim details how to trigger all the events with custom objects to create your very own complete building demolition inside Houdini.


Houdini project files are supplied as a downloadable learning resource with this workshop.

13 Lessons

01Introduction to Controlled Building Demolition FX in HoudiniFree

In this workshop, artists will learn an end-to-end workflow for creating realistic controlled demolition effects. By combining procedural building generation, proper fracturing techniques, constraint-based simulations, and secondary effects, users will gain practical knowledge for building complex destruction scenes. The lesson emphasizes practical application over theory, giving artists the tools and techniques needed to start creating their own demolition simulations in Houdini.

Duration: 3m 26s

Introduction to Controlled Building Demolition FX in Houdini
02Houdini Building Generator Overview

This lesson demonstrates a sophisticated procedural building generator system in Houdini designed specifically to create geometry optimized for destruction simulations. The modular, node-based approach allows for customization through seed values and building block selection while automatically handling complex geometric operations such as boolean cleanup and proper component intersections. The organized output with named groups sets up a pipeline for the fracturing and rigid body simulation work that follows in later lessons.

Duration: 9m 56s

Houdini Building Generator Overview
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03Asset Prep for Fracturing in Houdini — Part 1

The instructor shows how to balance computational performance with visual quality by using appropriate fracturing methods for different materials and applying optimization techniques like compiled blocks. The workflow is designed to handle complex simulations while maintaining flexibility for artistic adjustments, particularly in creating believable controlled demolition effects with varying levels of destruction detail.

Duration: 29m 36s

Asset Prep for Fracturing in Houdini — Part 1
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04Asset Prep for Fracturing in Houdini — Part 2

This lesson goes over how to prepare building geometry for destruction simulations within Houdini. Proper naming conventions, troubleshooting geometry issues, and systematic organization of fractured elements reflects professional VFX practices. While the process is complex and computationally intensive, the approach ensures all building components are properly fractured and ready for bullet simulation.

Duration: 29m 51s

Asset Prep for Fracturing in Houdini — Part 2
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05Glue Network Creation in Houdini

This lesson provides artists with a workflow for setting up complex building destruction simulations in Houdini. The instructor highlights the importance of organization and granular control over constraint networks and physical properties for each building component. Emphasizing that constraint strength and piece count are scene-dependent variables requiring testing and adjustment, and demonstrates practical debugging techniques for troubleshooting simulation issues.

Duration: 36m 12s

Glue Network Creation in Houdini
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06RBD Activation in Houdini

This lesson presents a comprehensive approach to creating controlled building demolitions in Houdini by combining timed explosions with progressive RBD activation and weakened constraints. The methodology emphasizes technical control over the demolition sequence through attribute-driven timing, spatial activation systems, and randomized structural weakening. By caching the simulation through a TOP network, the workflow allows for efficient iteration and rendering of complex destruction sequences that mimic real-world controlled demolitions.

Duration: 38m 56s

RBD Activation in Houdini
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07Bombs Pyro Burst Source Debris in Houdini — Part 1

This lesson establishes a production-ready debris system that balances visual complexity with rendering efficiency. Using instance variations, Redshift proxies for performance, and Megascan assets for realism helps create natural-looking destruction while keeping simulation times reasonable. The careful use of attributes and geometry naming ensures compatibility with Houdini's bullet solver in subsequent steps.

Duration: 29m 44s

Bombs Pyro Burst Source Debris in Houdini  — Part 1
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08Bombs Pyro Burst Source Debris in Houdini — Part 2

The instructor's approach prioritizes simulation stability through unique naming conventions, collision geometry optimization, and robust caching systems using TOPs networks. While some artistic refinements are deferred, the technical foundation established ensures scalable, distributable simulations that can be refined in subsequent passes, a practical approach for production environments where iteration speed and reliability are paramount.

Duration: 43m 19s

Bombs Pyro Burst Source Debris in Houdini  — Part 2
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09Setup of Secondaries in Houdini

In this lesson, the instructor breaks down on how to manage complex destruction simulations in Houdini. The instancing technique shown in this lesson is particularly valuable for large-scale effects work, allowing artists to work with thousands of debris pieces while maintaining manageable file sizes and render times. By properly organizing networks, implementing efficient caching strategies, and preparing geometry with correct attributes for motion blur, the instructor sets up a solid foundation for the final pyro simulation and rendering stages that will follow in subsequent lessons.

Duration: 36m 4s

Setup of Secondaries in Houdini
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10Pyro Dust Setup in Houdini — Part 1

Using wedging to efficiently manage multiple simulations is an efficient method for creating large-scale destruction effects within Houdini. By splitting the work into explosive pyro simulations, building dust simulations, and using the wedge system to process them in batches, artists can create complex effects without having all elements interact in a single expensive simulation. The systematic approach to caching, naming conventions, and parameter referencing ensures a manageable pipeline for VFX production work.

Duration: 26m 33s

Pyro Dust Setup in Houdini — Part 1
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11Pyro Dust Setup in Houdini — Part 2

This lesson provides a comprehensive workflow for creating realistic building collapse dust simulations in Houdini, emphasizing the importance of proper parameter tuning and node sequencing. The instructor's troubleshooting corrections gives real-world simulation challenges and demonstrates that testing and iteration are essential parts of the VFX process.

Duration: 22m 46s

Pyro Dust Setup in Houdini — Part 2
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12Render Setup in Houdini

This lesson wraps up the building destruction pipeline by adding secondary effects and setting up the final render. The workflow demonstrates professional practices for handling complex simulations, including proper caching, material assignments, and render optimization through proxies and instancing. By organizing the network into manageable branches and using Redshift-specific workflows, the setup achieves both visual quality and render efficiency for the final production output.

Duration: 38m 5s

Render Setup in Houdini
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13Controlled Building Demolition FX in Houdini Conclusion

This workshop concludes with a comprehensive lesson on rigid body dynamics in Houdini, demonstrating that successful VFX work requires refinement and problem-solving. The instructor emphasizes that mastering the core workflow is essential, after which success comes down to art direction and minor adjustments. This practical approach provides artists with a solid foundation for applying these techniques to their own projects and tasks.

Duration: 4m 49s

Controlled Building Demolition FX in Houdini Conclusion
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Primary tools

For this workshop you’ll need:

Redshift
Houdini

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the project files, you'll get access to Timucin Ozger's complete Houdini project files. Inside the download, you'll find:


  • Houdini project files (.hiplc) – The main files where the destruction scenes are located to help you follow along with the workshop
zip
TOZ01_Project_Files.zip
4.3 MB
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Skills Covered

Who’s this Workshop for?

This workshop is intended for intermediate to advanced Houdini artists who want to build production-ready destruction effects with a high degree of artistic control. It is well-suited for FX artists who already understand the Houdini interface and want to move beyond basic RBD setups into fully art-directable demolition sequences.


VFX professionals, technical directors, and freelancers working in film, episodic, or commercial pipelines will benefit from Timucin Ozger’s studio-proven workflows. Artists looking to strengthen their understanding of procedural destruction, simulation layering, and efficient iteration will find this workshop especially valuable for real-world production scenarios.

Learning Outcomes

By completing this workshop, artists will gain a practical, end-to-end understanding of how to create controlled, cinematic building demolitions using Houdini’s modern RBD and simulation toolsets.


Key skills include:

  • How to design art-directable destruction setups using the RBD Bullet Solver and Packed Primitives.
  • How to fracture architectural assets intelligently using RBD Material Fracture for believable results.
  • How to build, manage, and break RBD constraint networks to control structural failure.
  • How to layer secondary simulations, such as debris and pyro, to enhance realism and scale.
  • How to use TOPs and procedural workflows to iterate quickly and manage complex simulations.
  • How to set up custom triggering systems to control the timing and sequence of destruction events.
  • How to prepare and render large-scale destruction scenes efficiently using Redshift.

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Workshop
Controlled Building Demolition FX in Houdini
Full Set Destruction With Timucin Ozger
A Workshop by Timucin OzgerFX TD
advanced
5h 49m
13 Lessons
Instructor Timucin OzgerFX TD

Timucin (Tim) Ozger discovered 3D in 1997 with 3D Studio R4, beginning his career as a generalist before specializing in VFX. Over the years, he has contributed to more than 20 high-profile projects at leading studios including MPC, Platige, Weta Digital, and Worldwide FX. His credits include Vikings: Valhalla, Halo: The Series, Resident Evil: Welcome to Raccoon City, Raised by Wolves, The Suicide Squad (2021), Godzilla vs. Kong, Artemis Fowl, Aquaman, The Mummy, and Ghost in the Shell.


Tim currently serves as CG Supervisor at Untold Studios, where he is working on Alien: Earth, bringing complex visual effects and cinematic worlds to life through his expertise in VFX and 3D supervision.

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  • Timucin was easy to understand, and I hadn’t seen this workflow before. I especially liked that it was project-based from start to finish. I learned a lot and feel more confident using these techniques now.

    - Junghee Lee
    Freelance FX Artist

  • Really great training, It improved me a lot!

    - Francesco Stefanelli
    Artist

  • Huge amount of knowledge and the pace of the courses is great

    - Gregg Stankowski
    Lead Motion Designer / 3D Generalist / VFX at Moment Factory

  • I worked with Timucin on Xmen. He was my lead, he always give his best to help other artists. He’s technically proficient, with a very strong artistic eye.

    - Alexis Claud
    Artist

  • I worked with Timucin on X-Men. He was my lead, and he always gave his very best to help other artists. He’s technically proficient, with a very strong artistic eye.

    - Alex Claud
    Artist

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