Interactive simulation entirely distance-driven based on the First-Person character's proximity
Real-Time Distance-Based Destruction
In this project, the explosion sequence is entirely distance-driven based on the First-Person character's proximity. As you approach: The sculpture remains completely intact.
As you move away: The destruction sequence triggers, scaling dynamically with distance.
Beauty Shots
Procedural Setup
Houdini: Handled all the heavy simulation work, including rigid body fracturing, debris, sand grains, and pyro/smoke FX.
Unreal Engine: Powered the real-time interactivity, material blending, and distance-based logic using Blueprints.
Technical Setup
Distance-based logic Blueprint