Advanced Destruction – Lightning Strike
[FXGEAR] Advanced Destruction – Lightning Strike introduce
Course Description
Note: Several lessons are available for free and I encourage you to check them out.
Welcome to Advanced Destruction Series: Lightning Strike
![[FXGEAR] Advanced Destruction – Lightning Strike 2 [FXGEAR] Advanced Destruction – Lightning Strike](https://i0.wp.com/fxgear.shop/wp-content/uploads/2022/07/FXGEAR-Advanced-Destruction-–-Lightning-Strike.jpg?resize=864%2C450&ssl=1)
• Creating the terrain
- We will be creating this entire scene in Houdini from scratch, including all the effects, geometry, and compositing.
- We will start by first creating a terrain, using the heightfield workflow.
- We are going to use multiple cutting techniques to obtain fractured pieces only where we need them.
- For the simulation we will create a custom vector that will drive the movement of our pieces.
- And then we will create some small rock debris which we add on top of our simulation to add more variation and realism.
• Lightning FX and Rays
- For the lightning we will create the geometry in various ways. We will use a combination of POP simulations,
- copy to points techniques, and attribute vops to have complete control over the lightning.
- From our fractured pieces we will create some volumetric rays to add on top of the lightning.
• Debris Smoke and Dirt
And finally we will use our fractured geometry to create the smoke debris and another layer of particles which
will essentially act as dirt.
• Render and composite
- In the rendering section I will go over how we can setup different renders for each layer that also contains AOV’s,
- to have complete control over each of our elements.
- In the Nuke section we will bring everything together to complete the final look. This part will be fairly
- straightforward, with the ocasional tips and tricks, and some of my favorites nodes that I use on daily basis.
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