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  1. Hello there, I was not sure if I should post this in WIP or here. please let me know if I posted it in the wrong place I am still a noobie and this is my first simulation I have ever done. It is a fissure cracking its way to a building and part of the building collapses. The destruction is done with bullet within houdini 12.1. I know the main simulation of the pieces isn't the best although I am pretty satisfied with the result of it and would rather spend more time improving my dust sim and specially the debrises. But if you have any idea how I could improve the main pieces simulation I am glad to listnen The flickering on the ground pieces could it be because they are moving? I am expanding a geometry under the crack to lift up the fisure a bit. Could it lead to the "flickering"? Debris: as you can see in the debris sim my debrises are behaving a bit weird. They are boxes copied to the faces of the fractured pieces. Their creation is based on the velocity threshold from the fractured pieces. I other words the same solution presented in the bullet masterclass. Most people say that how you create debris depends on the shot. Someone has already recommended me to use particles and just let them collide with the ground of the building instead of all the pieces. what would you recommend? Dust: I am not sure about the thickness(density) of the dust itself, does this example feels like there is too much dust? The dust is created with a bit of delay even tho it follows the fractured pieces. Any idea how I could solve this problem? Any other inputs are appreciated. I will attatch the hip-file and two video:s one for the sim with dust and the other with the debrises. The simulations are pretty heavy so you know. regards, Hudson
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