top of page

Explosion VFX
Unreal Engine 5 VFX Personal Work


Workflow Breakdown:

08.png
09.png

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.

10.png

Create a Dop network base on the source.

12.png

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

30.png

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.

14.png
13.png

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 

16.png
15.png

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. 

17.png
22.png

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.

25.png
26.png
28.png

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

01.png
02.png
04.png
03.png

Materials over view

05.png
06.png
07.png

Use the materials to create the explosion in Niagara.

Copyright © 2023 Tingbang Huang

bottom of page