Breakaway
Motion Design / 3D

A kinetic 3D piece about force and release, built around the instant a structure gives way.
Overview
Simulated destruction is either physically believable or it is art-directable. Getting both meant running the sim, then going back in frame by frame to fix the timing.
Process
Houdini constraint networks sit under every sequence. Lighting, pacing and the grade were applied after the simulation had settled, so the art direction never had to fight the physics.
Outcome
A short reel, and the clearest thing I have on simulation work.





