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Explosion VFX
Unreal Engine 5 VFX Personal Work

Workflow Breakdown:


Create a sphere in Houdini, and use a mountain node to make it looks more interesting. Then create a burning source out of the shape.

Create a Dop network base on the source.

Cache the sim out to the local drive space so it could read faster in the following steps.

Get the cache to a time shift 100 frames back so it would not sim from the start then create a sphere like VDB volume and multiply to the smoke so it be came a smoke ball.


Create a camera and set it to film the smoke then use Mantra to render out 1-64 frames of the smoke sim, after that use mosaic to create a 8x8 flipbook texture


Create a grid and use turbulence noise to break the normal of the surface then render out a normal texture that I will use for distortion of the explosion.


Use a sphere to create debris by using the Voronoi fracture node. Then pack it into an HDA and render the FBX out so I can use it later in Niagara system.



Use Substance Designer to create a floor stain texture so I can use it for the explosion later in Niagara System.




Materials over view



Use the materials to create the explosion in Niagara.
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