Asset 1: Vase shatter - I did all of the dynamics of this inside of Houdini. I pre-shattered the vase and applied a glue network to keep the pieces together. I filled it with flip fluid particles (upwards of 2 million) and meshed it. I used cloth objects on the flowers to give them the soft body look. I exported all of this using alembic and brought it into Maya to use Mental Ray to render.
Asset 2: "Liar" - The female model was provided by my roommate (Credits in the video), and I brought it into RealFlow. I spilled oil all over her and meshed it out. I brought it into Maya to apply the skin shader, the hair, depth passes and all the other render passes. I set up the shader on the oil to change the reflection color based on the location of the camera, similar to how real oil works. I rendered out all the passes and brought them into Nuke to composite them all together to give it the dark and creepy feel.
Asset 3: House Explosion - I did all of this inside Houdini, including the modeling. I set up a dynamic brick generator tool that would allow me to change how the bricks were made and placed to save me the pain of copy and pasting hundreds of bricks. The bricks are behind the initial concrete wall. I pre-fractured the front wall and the windows and applied another glue network to keep them together. I used point ID's to target which ones would be active and move and which ones would be static and not move. I set up a debris generator that would take the initial geometry and create smaller pieces and copy the velocity onto them to give the feel of lots of tiny bits. I used a sphere as a magnet force to give the explosion feel to the geometry. I used a different sphere with an animated noise pattern on the fuel, to advect the fuel to give it a more random and explosive feel. I then setup 3 smoke simulations for the debris smoke.
Asset 4: Explosion - I used FumeFX inside of Maya to create this piece. I used a sphere with an animated noise textured connected to the fuel of the source to give it the advected and explosive feel. I then created the side burst that comes out sideways using a simple particle system, along with the trails that come out of the explosion. I re-simulated this using the wavelet simulator to give more detail.
Asset 5: Smoke Plume - I again used FumeFX inside of Maya to create this. I used a mixture of a particle system and a base sphere to create this. I used the sphere as the fuel point and used the particles to give the fuel velocity and advection.