
To increase the visible resolution of a simulation without changing the original movement of the smoke/fire you can utilize the smoke high resolution divisions. Second, it gives the simulation a larger scale look (Meaning given the original particle system you add the smoke movement and interaction will look like it belongs in a bigger environment).Īll this said, domain resolution divisions aren’t the only things that ultimately controls the resolution of the smoke. The more cells you add, the more detailed the smoke/fire movement can be simulated inside of the domain cube.Īdding more domain resolution divisions to your domain cube does several things.įirst it increases the visible resolution of your smoke. The smoke domain resolution size controls the number of cells (Also called voxels) computing the smoke movement inside of the domain cube. One of the main inputs that controls the way smoke is simulated in Blender is the size of the smoke domain. Then bake with more high-resolution divisions once you like the general look and movement of your simulation to get more detail. Use this technique for a larger scale looking explosion. Multiple fuel fields in a particle system create a more unique explosion shape 2. You can combine these operators to create a unique look to an explosion or simply create your own particle system for a simulation. The KHAOS omnidirectional operator throws fuel in every direction, while the 360 groundburst operator throws fuel up and out with a degree of control and the directional operator throws fuel in only one direction. With the Khaos add-on for Blender you can add a variety of preset particle fuel systems to your scene to “Build your fuel system”, making it easier to add multiple fuel systems of different styles and variations with a few clicks. You can also vary the lifetime of different particle systems as well to create interesting results. This helps create a unique shape to your explosion too. The more concentrated parts of the fuel particle field will burn out slower, and the less concentrated parts will burn out faster. You can even create secondary and tertiary blasts making it seem like the first blast set off a chain reaction. To recreate more realistic randomness you can use several fuel particle systems blasting particles in multiple directions to “shape” the initial fuel cells.īy doing this, the simulation won’t be as uniform and will appear more realistic. They don’t just blast out equally and uniformly in every direction.īecause of this quality, one thing you should try to avoid is using only one particle system to get a desired look to a sim.

Explosions in the real world have a lot of random variation and systems within them. The process is not as simple as pushing and pulling geometry like one does in standard 3D modeling. You can do this with several KHAOS operators to create a unique look with multiple particle fuel systems.Įvery simulation requires experimentation to get the look that you desire.
#Blender tutorial explode software#
As long as you have a semi-strong background in the software you should be able to apply these to your workflow right away.


#Blender tutorial explode simulator#
Specifically I’ll be focusing on tips from my own workflow, and tips that use my KHAOS Simulator plugin for Blender. That means if you buy something we get a small commission at no extra cost to you( learn more)įor this post I’ll share a handful of explosion techniques you can apply to your 3D workflow for better VFX & 3D assets. Tips 3D Written by Brad Hamilton Disclosure: This post may contain affiliate links.
