Being able to seamlessly transition from geometry to volume representations of that geometry is now a general way of working in Houdini. The first video covered how to figure out when two or more objects are intersecting using volume representations and simple math counting. Now to put that in to real work.
What if you received a simulation from another application as a geometry sequence? How to calculate impacts? Use the above techniques of course. But there's more. The first example built fog volumes from the objects. In this example sdf or signed distance function volumes will be created (well stolen out of DOPs in this case) to build in an offset option to expand or contract the volumes to help compensate and control the overlaps.
After the overlapping volumes are calculated and points scattered in to those regions, these points will be used to generate dust all in the same dynamics DOP network.
A brief walk-through of using the "Attract To Matching Mesh" nConstraint to attach an nCloth cape to an nRigid mesh (5:19 min:sec). More video tutorials are available on the Apple iBook store, in my interactive Autodesk Maya guides for iPad. My latest, "Dynamics & Dynamic Control" will be available in July of 2013. itunes.apple.com/us/artist/jeremy-a.-parrish/id507724058?mt=11
SOuP's shatter node is a lightweight shattering tool that can be used procedurally to create small effects like localized shatter. In this example I use a rigid body to create shatter effects as it makes contact with a surface.
Video by Jeremy