As a part of our Houdini simulation course at Visual Magic we explored rigid body dynamics (RBD). I learned to create fractures with the RBD Material Fracture with scattered points as guides. We worked with the DOP Network and the Bullet Solver for simulations and made use of the Transform Pieces node to simulate proxies to later be replaced with high res fractures for optimisation. The room and pipes were made in Blender and exported to Houdini as collision geometry. The simulation was then cached and exported back to Blender for shading, lighting and rendering.
This was a fun small assignment where I learned a lot, but if I had the time to add one more element I would add dust and smoke from the rubble.