Statue destruction

For any convicing destruction effect inside a game, you can't always rely on real-time mesh destruction/subdivision. Most of the time, it will be hard to art-direct and heavy on the performance costs. You'll often need to use pre-rendered solutions to be able to control every aspect of your effect, hence the many uses of rigid-body solvers like the ones you find in SideFX's Houdini or other technologies like RayFire.
​
Our technical artists are used to every major tool, and can greatly improve the quality of your effects by mixing different solutions together. Here's an example of a simple RBD destruction baked in Houdini, transferred to PopcornFX in order to retrieve useful data and add a layer of real-time simulation on top, and finally rendered in Unreal Engine.

Destruction - Statue