Blender Explosions: How I make them

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Iago Mota

Iago Mota

Күн бұрын

Project files: / 36626880
Hello, everybody! In this video, I will explain my process of creating an explosion in Blender. I will be describing the value of references, the behavior of different types of emitters, along with clarifying my intentions throughout the process of creating a smoke simulation. I will be using a manageable explosion as a practical example.
CG explosions are one of those things that seem a lot easier than they are. There's a lot of work that goes into just getting the basic shape to look appealing and to move realistically. I'm not by any means an expert on the topic; however, the information I'll present here has helped me get better results quite consistently.
Unfortunately, I wasn't able to explain the technical side of CG explosions. Although I was excited to make a proper introduction to all the features in the new Mantaflow engine, it has just too many bugs and things to change. And due to all the upcoming fixes, a more technical version of this tutorial would likely become obsolete in a few months. Due to this, I decided to focus more on the thought process.
However, if you wish to understand the essentials of how Mantaflow works and how to operate it, I recommend these tutorials:
Olav3D Tutorials: • [2.82] Blender Tutoria...
Blender Made Easy: • Blender Tutorial - Man...
CrossMind Studio: • Chapter 1 - Mantaflow ...
Support the channel or just follow my updates on Patreon: / iagomota
My current PC specs (I recommend better than these):
16 Gb of RAM
Intel® Core™ i7-3770 CPU @ 3.40 GHz
Nvidia GeForce GTX 650 Ti GPU

Пікірлер: 220
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Unfortunately, I wasn't able to explain the technical side of CG explosions. Although I was excited to make a proper introduction to all the features in the new Mantaflow engine, it has just too many bugs and things to change. And due to all the upcoming fixes, a more technical version of this tutorial would likely become obsolete in a few months. Also, you may have noticed that I pronounced my name differently in this video. There are several fantastic and absolutely genius reasons for why I did that. I can assure you, definitely and most certainly, that it was NOT because I have been mispronouncing it for years and only recently realized it was actually pronounced "ee - ah - g oh". That is not the case at all. That would make me dumb. And, as we all know, I am, most undubtiably, not dumb.
@MGSBigBoss77
@MGSBigBoss77 4 жыл бұрын
Well in another video, you could always do how to do explosions in Blender Vs Houdini Vs Cinema 4D couldn't you? (shrugs) mix and match videos and keep them interesting with different ideas, i'd say! Cheers for the vid anyways man!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@MGSBigBoss77 Thank you! I've been thinking of a comparison like that for a while. I'd need to learn Houdini and C4d for that, which are software I already wish to learn, so it shouldn't be much of a problem there. I guess the problem then would be being able to tell when I know enough about how to use them, to have a fair comparison.
@MGSBigBoss77
@MGSBigBoss77 4 жыл бұрын
@@IagoMotaVFX Hey?, i'm constantly studying them! And have several magazines and software to keep on going in that endeavor. Never give up, as there is no end to learning new things dude!
@claudianreyn4529
@claudianreyn4529 4 жыл бұрын
Question. How long would such frame to render in HD res and can you project a mov video file onto the smoke?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@claudianreyn4529 The render speeds depend entirely on your PC specs, the complexity of the shading, the quality of the render settings, and how much screen area the smoke covers. In my case, it can take anywhere between 10 and 60 minutes to render a single frame. And yes, to project an image onto the smoke, you could use the more common way to do this; which is with a spotlight with an image sequence texture. Though, you can also try, in the material node tree of the domain, plugging the image sequence texture into the color input of an emission shader, and mixing that with the rest of the smoke shader. (this would probably work best for a thin layer of smoke, instead of a whole plume)
@ArtPomelo
@ArtPomelo 4 жыл бұрын
And that all with a 650 TI Gpu.. Impressive. I nearly got a heart attack seeing these great visualizations of the force fields.
@bananacomputer9351
@bananacomputer9351 4 жыл бұрын
Don't know why the smoke still processed faster than my rx580, even my Vegas.
@brysonadams8510
@brysonadams8510 4 жыл бұрын
just get embergen it's realtime and looks better
@ArtPomelo
@ArtPomelo 4 жыл бұрын
@@brysonadams8510 Yes and no. Other than VFX embergen is great and when you use it just from time to time i wouldnt spend the money on it.. I had great results in mantaflow.
@the-real-sachin
@the-real-sachin 4 жыл бұрын
Me: *cries with Intel HD Graphics* :(((
@brightgarinson3099
@brightgarinson3099 4 жыл бұрын
@@brysonadams8510 Just download Houdini apprentice and import the vdbs.
@globglob3d
@globglob3d 4 жыл бұрын
I never realized making smoke sims required that much hand-made tweaks and tricks added on top of the sim itself. Very cool. Also very solid sim for blender!
@andrew_sailo10
@andrew_sailo10 4 жыл бұрын
This is hands down the best explosion samples I've seen in Blender. You have my respect sir I cant wait to see what you will do with the new mantaflow
@TheNewton
@TheNewton 4 жыл бұрын
This entire video should be turned into a native workspace & workflow for making explosions
@AdrienDCDSB
@AdrienDCDSB 4 жыл бұрын
the best blender 2.83 fire & smoke simulation on KZfaq, by far! Finally videos from people that clearly master their topic and don't move sliders around without knowing what's happening in the background. Thanks for doing that! Keep rocking :-)
@JeremiahMFlores
@JeremiahMFlores 4 жыл бұрын
High quality tutorial out here y'all! Thank you so much for this! I learned a lot!
@Chadlite
@Chadlite 4 жыл бұрын
This is great because the info covered extends to other 3d packages too. Very useful
@ShadyRonin
@ShadyRonin 4 жыл бұрын
I am only 1 minute in and I have already liked, subscribed, and started salivating for more Blender content like this. Awesome work man.
@blenderzone5446
@blenderzone5446 3 жыл бұрын
awesome explosion!!!
@weeliano
@weeliano 2 жыл бұрын
This is a Master Class in creating an explosion effect using the fluid, forces and particle in Blender. Fantastic work! Thank you!
@StaticPhotons
@StaticPhotons 4 жыл бұрын
Amazing video! The amount of work, experience and baking time on display here is really impressive.
@hubblefilms4652
@hubblefilms4652 4 жыл бұрын
This was so good I loved the force field visualisations, Excellent!!
@BKGStudios
@BKGStudios 4 жыл бұрын
OMG I HAVE BEEN WAITING FOR A TUTORIAL LIKE THIS FOR THE ENTIRE YEAR FINALLY YOU ARE THE BEST
@zwparchman
@zwparchman 4 жыл бұрын
Knowing why you are doing these things is much more useful than knowing exactly what buttons you clicked to get your result. Thanks for the great video.
@RaffoVFX
@RaffoVFX 3 жыл бұрын
why he does these things? Im curious
@bodhii
@bodhii 4 жыл бұрын
Me: Mom, let's make some explosions like master Iago Mota! Mom: We have explosions at home. Explosions at home: 2:41
@jbblenderbreakdown4668
@jbblenderbreakdown4668 4 жыл бұрын
Excellent! This is very realistic. It was definitely a bit complex, but you gave me some GREAT ideas! Thank you so much!!! Learning everyday!
@hisroyalillness
@hisroyalillness 4 жыл бұрын
cool - ehm i mean hot stuff here. I am new to B3D and it impresses me everyday what artists are capable of doing with it. You are really a good explainer and an talented artist. Thx for sharing your skills.
@16zacrad17
@16zacrad17 3 жыл бұрын
Damn, I love the breakdown. Simple and understandable
@AngelAgudoGuerrero
@AngelAgudoGuerrero 4 жыл бұрын
Awesome FX. A lot of hard work. Congrats!
@tomislavcorak2170
@tomislavcorak2170 4 жыл бұрын
Thank you! Very good tips and techniques. A while ago I had a explosion sim in my project. I spent too much time on it and made very complicated setup. But in the end, my colleague did it in Houdini in one hour.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
That's the power of Houdini! (and experience, too)
@ciaranpmryan
@ciaranpmryan 4 жыл бұрын
Amazing work as always. I’ll have time to put a week aside to do nothing but smoke sims at the end of this month. I can’t wait to go through all this stuff.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Huge thanks, Ciaran. And good luck on the simulations!
@VojtechLacina
@VojtechLacina 4 жыл бұрын
This is awesome video, thank you, your explaining is very clear and understandable
@nykkoblend7437
@nykkoblend7437 3 жыл бұрын
Thanks for sharing! High quality content
@emivargas1751
@emivargas1751 4 жыл бұрын
Incredibly good tutorial. It explains the methodology and the reasoning behind the choices instead of telling you to copy the values on screen. And it actually shows how a profesional might need to work to nail artistic directions and reference. You got me hooked, I hope to see more videos of you soon.
@heythatsben
@heythatsben 4 жыл бұрын
CEO of making smoke sims in blender
@smfknj6010
@smfknj6010 3 жыл бұрын
this is a legit tutorial! Thank you!
@emuliusv
@emuliusv 4 жыл бұрын
I really needed this! You sir, are amazing.
@emuliusv
@emuliusv 3 жыл бұрын
And I'm back to this video once again. You make the best smoke simulations I've seen. They look so real!
@rocketmasterjunior6103
@rocketmasterjunior6103 4 жыл бұрын
Perfect tutorial!
@rthcrthc958
@rthcrthc958 4 жыл бұрын
thanks for the great tutorial
@luten4824
@luten4824 4 жыл бұрын
Ohhh yeah new cool stuff spoted 😎
@benjamindu9446
@benjamindu9446 4 жыл бұрын
謝謝作者,提供細微的正確看法及如何瞭解觀察及學習....
@NoudvanHarskamp
@NoudvanHarskamp 4 жыл бұрын
Amazing Iago!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you, Noud!
@WaterShowsProd
@WaterShowsProd 4 жыл бұрын
Very informative.
@nf_felix
@nf_felix 4 жыл бұрын
Love your videos :)
@jenovaizquierdo
@jenovaizquierdo 3 жыл бұрын
I was send here by Dylan Neil and he was right you are good. At what you do. I’m subscribing to see more awesome videos.
@fergonsil1
@fergonsil1 4 жыл бұрын
Awesome video!
@scottlee38
@scottlee38 4 жыл бұрын
Very cool!
@zaurbek5964
@zaurbek5964 4 жыл бұрын
Nice one, thank you!
@Makertart-uf8nr
@Makertart-uf8nr 4 жыл бұрын
Nice video
@trngotube7607
@trngotube7607 4 жыл бұрын
woow man you so god with it
@JinglePeeny
@JinglePeeny 4 жыл бұрын
To fix the problem of the smoke plumes using particles you need a weight over time constraint for the particles. Make them alternate between light and heavy. I found it produces the most similar result to using mesh.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
That sounds interesting. I should try that out.
@SugarLightStudios
@SugarLightStudios 4 жыл бұрын
3d animation is the huge advantage,all we have to do is add some settings and let conputer do all the work,just imagine how hard is it for 2d animator lol
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Yep. There's also the advantage of making the explosions very detailed in a matter of hours (depending on the computer, of course). But, on the other hand, 2d does have one pretty big advantage: the artist has full control over how it looks and moves. So they can design the explosion to look very interesting without having to "fight against" the software.
@deviloflaplace3499
@deviloflaplace3499 3 жыл бұрын
Thanks a lot subbed
@abiyyupanggalih854
@abiyyupanggalih854 4 жыл бұрын
🔥🔥awsome
@PomPiDoum
@PomPiDoum 4 жыл бұрын
Wow thanks!
@RaffoVFX
@RaffoVFX 4 жыл бұрын
Master! I just made my nuclear explosion, and credited you in the description as you were one of main inspirations!! Give a look if you have time :) thanks for all the things you share!!!!!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! And great results! You definitely got that mushroom cloud movement right.
@YAKUILLASIN
@YAKUILLASIN 4 жыл бұрын
I didn't realize blender was so capable,great work. Is there really a need for octane if you can do this natively? Just saying, by the way you handle those nodes it looks like you have tons of octane experience
@syth-1
@syth-1 4 жыл бұрын
This is truly spectacular, I think the only thing missing from the explosion is some debris But I'm just a blender nub so I dunno ;-;
@richlasma
@richlasma 4 жыл бұрын
thats easy though. add cube, quick explode, play with the settings. add material and voila
@jakequilter467
@jakequilter467 4 жыл бұрын
Could you make a tutorial on the dirt explosion shown in the video? Great tutorial!
@adammohamaddun6321
@adammohamaddun6321 4 жыл бұрын
subscribed!
@dannywaterss
@dannywaterss 4 жыл бұрын
BEST
@yellow-vfx
@yellow-vfx Жыл бұрын
thank you sir, very good explaination. but i have a problem that my sim not looking good. is it relative to gpu or cpu? (my pc is too old)
@dorukseker4465
@dorukseker4465 3 жыл бұрын
Hello an thank for this video. I have a problem. I cant see the effects when i bake. Whats the problem guess ?
@michaelchurch2957
@michaelchurch2957 4 жыл бұрын
Your domain shader is great! The only problem is that when i render it out the fire does not render, only the smoke. Does anybody know why i cant render the fire?
@DigitalImageWorksVFX
@DigitalImageWorksVFX 4 жыл бұрын
Fantastic tutorial! Cane you share some settings you used in explosion at 01:33? Looks greats
@PrometheusPhamarus
@PrometheusPhamarus 4 жыл бұрын
Really great, Finally someone who approaches it with real forces rather than particle explosion, I personally have tried this with forces as well ..since I do not think particle based neither is the proper physics to start with ..and often brings up too much of blob issues. In fact, when I use lightwave and it´s vdb gas solver, I can use the particle emmitters velocity to the gas solvers force input, which is not the same as generating the fluids with the particle fluid emission..and this approach gives a better looking explosion force by avoiding that when just feeding it in to the force input, I don´t think blender can do that though, only use the particles as fluid emitters, not as a force input. Anyway..for blender, my research of it isn´t near what you have done here, so great to see this research, and final results look great as well..though I would probably prefer just mixing two principles shader than your "older" aproach with the volume fireshading.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! Yeah, from my experience, particles tend to work best when their directions are more specific, as opposed to random. But, even when they are moving *evenly* in all directions, there can be problems. Apparently, when you have a small sphere emitting thousands of particles outwards, it's practically impossible to get the smoke to continue in that movement after the particles have disappeared. But yeah, particle emitters tend to produce very messy results. Hopefully, there will be ways to improve this in the future.
@PrometheusPhamarus
@PrometheusPhamarus 4 жыл бұрын
@@IagoMotaVFX About the impossible smoke to continue in that movement, not so sure about that..I thought I could get that to continue, but then I haven´t tried with 1000 particles. Will have to take a look at it again. But as I said, they could use a force grid for the particles instead of just particle fluid emission, will have to set something up with lightwave and see how the vdb export from lightwave works for that, and perhaps a demonstration of me plugging the nodes in to this kind of force channel. The problem with Lightwaves vdb gas solver fluids, is that it´s in a very early stage and crude, in terms of visual display and speed of the simulation, currently I have choosen to not invest in turbulenceFD for various reasons. I did buy in to the 2019 lightwave upgrade just because I found the VDB tools so interesting, but the 2020 release wasn´t very exciting to see..some improvements there perhaps..but not enough for my liking, so I need to focus more on blender and let Lightwave rest a bit, save some money while Lightwave has to grow a couple or years, or stagnate more. Mantaflow I just haven´t liked so far in terms of workflow and feedback. The older fluid system I like better in terms of using, but then again it´s slow to simulate as well. TurbulencFD is probably much faster when dealing with larger scale sims...since it uses the GPU, and it´s kind of easier to get cleaner look in the simulation, on the other hand..you have to use the older Lightwave volumetric system and either render in passes, or convert to VDB for rendering with the newer PBR volumetrics in lightwave. So ..nothing really satisfy me with all this, but Embergen seems way cool in terms of quality and simulation speed, I would need to verify the export speed and how long time that takes, and it would need more than static object emission, but otherwise really sweet simulations with it.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@PrometheusPhamarus I really hope it's possible, since expansion is what makes an explosion an explosion. The thing is that, even in the most perfect conditions, I never managed to get the smoke to expand in a spherical shape. It always becomes very irregular. I might be missing something very crucial, though, so I'm not sure what to do about it for now. Mantaflow now has smoke guides. But unfortunately, it doesn't support particles. Unless, if you were to use the liquid particles of a fluid domain, but that's pretty different. I've never done any testing with guides, which is unfortunate. There might be a lot of fantastic ways it could be used in, so I should try it out. Embergen is very surprising in quality and speed. There are several cases where the smoke doesn't behave accurately, but I'm looking forward to seeing more done with it.
@PrometheusPhamarus
@PrometheusPhamarus 4 жыл бұрын
@@IagoMotaVFX Not sure which Embergen you are trying if you already purchased it, or only used trials? I just got a notification today that they are releasing the Betaversion now..with 14 days of fully working export for the vdb. I got to try that soon, but I still have the latest Blender build to install..got to get going not, interesting times with the fluid tools now and vdbs.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@PrometheusPhamarus Oh, I haven't used Embergen, I've just seen some simulation demos on KZfaq and Twitter. Personally, I'm more interested in Houdini now that I've been shown that the apprentice version can actually export VDB.
@MayKayy
@MayKayy 4 жыл бұрын
you could use Embergen
@MrCheebs
@MrCheebs 4 жыл бұрын
How do you visualize this in the viewport so well? By default, the smoke is just one solid color.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
I usually just add a point light to give the smoke some general lighting (the simulation has to be baked again for this change to be visible). Other than that, I frequently adjust the thickness in the domain's Viewport Display panel (in the smoke physics settings).
@TKtimestretch
@TKtimestretch 3 жыл бұрын
How come when I go to shade it I only see smoke and no flames?
@HubertKnoblauch3DContentOnline
@HubertKnoblauch3DContentOnline 4 жыл бұрын
it's not your first explosion this one hahahh! Excellent video
@sanbaldo
@sanbaldo 4 жыл бұрын
top content, thanks! you do bake every time the simulation or use the live preview?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Ideally, after it starts to look good, I would use the live preview after every bake. But, since I'm lazy, I don't tend to do that as often as I should.
@gregorboxer2463
@gregorboxer2463 4 жыл бұрын
How can i make an emmiter for a certain domain?
@G1NJO
@G1NJO 3 жыл бұрын
how do u get this "good"-high res looking smoke in the preview? mine looks soo low res. :/
@brightgarinson3099
@brightgarinson3099 4 жыл бұрын
2 things. 1. I've been waiting years for an in-depth explanation so thank you very much. And 2, have you looked into importing Houdini vdb files to Blender? That's probably how I make my sims from now on but wanted to hear your thoughts?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! I haven't looked into importing Houdini vdb into Blender yet. Since Houdini Apprentice (the version I'm planning to get) can't export to other software, I doubt it'd export vdb, so I've never dome much googling of that subject. But, I'm sure it might be possible with the full version of Houdini and the upcoming version of Blender (2.83). That blender version will have vdb support. I've seen plenty of Embergen fluids imported into Blender through that mechanism.
@brightgarinson3099
@brightgarinson3099 4 жыл бұрын
@@IagoMotaVFX Actually the free version can. Look up Jonathan Kron, he has a very good explanation on how to export the vdb files. You don't need Houdini indie, you can use apprentice. Shocking I know! I just wanted to make sure you knew about it since you said mantaflow is being a bit glitchy, but now I'm absolutely glad I said something.
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@brightgarinson3099 Oh, that's awesome! I really thought that was too good to be true. Well, now I have no excuse not to start learning Houdini asap. Huge thanks!
@brightgarinson3099
@brightgarinson3099 4 жыл бұрын
@@IagoMotaVFX I can't believe I helped my favorite KZfaqr, what a great start of the day.
@FloAntho
@FloAntho 4 жыл бұрын
AMAZING VIDEO ! 've download you're projet file .. But I can't see a particle of smoke. Are there any adjustments to be made? Maybe a simulation to launch, i don't know I am a beginner .. thank you very much for making your project available, it's Super nice!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! Well, first you need to open the files in Blender 2.83. It doesn't seem to properly load domain settings in previous versions. After that, you need to select the domain, and under "Cache", you need to set the cache directory (pretty much any directory will do, just make sure the hard drive has a lot of space). Then, you press "Bake Data" and wait for Blender to complete the simulation. By default, the project files here don't come with all the cached smoke data, since that would make the downloadable file weigh hundreds of gigabytes.
@ardianfirmansyah3558
@ardianfirmansyah3558 3 жыл бұрын
can it apply to evee too?
@JeffLange1
@JeffLange1 4 жыл бұрын
I feel like I just got a college degree in smoke and fire simulations in blender, well done!
@inoyashakitbu1178
@inoyashakitbu1178 3 жыл бұрын
not sure why but when I duplicate the emitter in edit mode, nothing changes to the animation
@pontxo4484
@pontxo4484 3 жыл бұрын
And how could I put two domains, but each one with its own emmiter, without one taking the other's and vice versa?
@SupSupa10
@SupSupa10 Жыл бұрын
hi, the song from 13:22 is so good. Would you mind to tell me original link of the mixed song from 13:22 , please. Thanks !
@domino1323
@domino1323 3 жыл бұрын
Do you know of a good way to get the shockwave of the explosions force? such as the ground shockwave?
@IagoMotaVFX
@IagoMotaVFX 3 жыл бұрын
With ground shockwaves, I'd avoid relying too much on force-fields. It's helpful to consider that the shochwave we see on the ground isn't the shockwave at all, but just the dust kicked-up by it. So, while the shockwave expands at the speed of sound, the dust doesn't really do much other than rise and move out just a bit as it's pushed by the air. So, I usually just make a quickly expanding circle (with an emission texture for variety). If there's a turbulence force-field, parts of it will rise nicely from the ground, but make sure to decrease its intensity over time, to allow the dust to settle. I usually enable "Initial Velocity" in the emitter settings so that the smoke immediately follows the expansion (just make sure to keep the strength low). An interesting detail about shockwaves is that they tend to leave behind an area of low air pressure. So after the shockwave agitated the ground, it's actually pretty common to see a sort of "implosion" where the dust begins moving toward the explosion, as outside air begins to rush back in. Which is why, instead of using a force field to push the smoke out, I use one to pull it in. This way, the smoke begins by immediately expanding outwards, but is then accelerated back in. All these movements are somewhat subtle, by the way. To make the shockwave look like it has a gradual fall-off, I just add a sphere gradient texture and use it to control the shader density. This way the dust gets thinner the further away it is from the explosion.
@vin9865
@vin9865 4 жыл бұрын
Hello, is possible add those renders, at Unreal engine, unity, etc...?
@BlenderTutorialChannel
@BlenderTutorialChannel 4 жыл бұрын
Cool explosions what happens if meatball are used
@synapse349
@synapse349 2 жыл бұрын
You can have more than one domain???
@akirasugiyama3358
@akirasugiyama3358 4 жыл бұрын
That is great and realistic explosion that I try to find I like it. But how about smaller explosion Like Granade Explosion
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
In most cases, grenade explosions don't really produce much of a cloud themselves. Most of the smoke is dust risen by the blast, and a little bit from the combustion. For that, I suppose a quick particle explosion could serve as a decent emitter.
@rizzmo8451
@rizzmo8451 4 жыл бұрын
Im using integrated graphics how the hell am i able to do this?
@Wzxxx
@Wzxxx 4 жыл бұрын
I just added this channel. Since this f...mantaflow is i Blender I stopped leraning all this simulations as it is unpredictable. I used to love it. Also I guess all your tutorials are now useless with new mantaflow. I wish the old system is back or they make the new one working well. I made such nice things with old system and eevee. I had fun. Now i am stuck.
@RaffoVFX
@RaffoVFX 4 жыл бұрын
There are only 3 guys skilled with realistic explosion in Blender out there, and you are one of these! You are helping me a lot! How many chances that you will do a nuclear blast tutorial for blender 2.82 ? (please dont tell me to look at other tutorials because I already followed all of them). Please!(x10)
@RaffoVFX
@RaffoVFX 4 жыл бұрын
also, do you have instagram account? cant find you
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! Yes, I'm planning on doing nuke stuff this year. Can't guarantee a tutorial, since I have to know if I'm even able to begin creating that kind of an explosion. I don't have an IG account at the moment.
@RaffoVFX
@RaffoVFX 4 жыл бұрын
@@IagoMotaVFX fuck yes!! Cant wait ti see your results!
@gower1973
@gower1973 4 жыл бұрын
What is the bake time at 256 resolution? And how long to render per frame?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
That depends a lot on what is going on in the explosion. If it's a simple plume with the least amount of turbulent movement, then it should take somewhere around four hours to bake in my pc. If it's a complex simulation, it could take over 10 hours. Render times depend on even more factors: camera distance to explosion, complexity of the node tree, sample size, etc. In my pc, it's pretty common they take somewhere between 30 minutes to 1.5 hours per frame. In this video, I tried to keep the explosions simple, so most of the stuff didn't take longer than 50 minutes/frame.
@tgm_somadina
@tgm_somadina 4 жыл бұрын
Which version of blender was used in this tutorial
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Blender 2.82. Newer experimental builds have some updates to Mantaflow, so it's good to check them out as well.
@RaffoVFX
@RaffoVFX 4 жыл бұрын
Finally! One thing I dont get: did you just copy the sphere or did you copy the vertex of it?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
At 3:15 I duplicated the sphere and moved it to a new layer, just so I would have a working backup copy. At 3:19 I duplicated all the vertices of the sphere in edit mode, so that I'd have one object comprised of multiple spheres.
@RaffoVFX
@RaffoVFX 4 жыл бұрын
​@@IagoMotaVFX Much useful tips! Last thing: so you duplicated the vertices, but I see that you can you select the duplicated with just one click: did you create vertex groups? (in case I want to modify the duplicated vertex)
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@RaffoVFX I hovered my mouse over it and pressed "L" to select all the linked vertices. Makes it a lot easier to select separate chunks of a mesh.
@RaffoVFX
@RaffoVFX 4 жыл бұрын
@@IagoMotaVFX thank you!!!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@RaffoVFX No problem!
@creedolala6918
@creedolala6918 4 жыл бұрын
Tutorial info is great... something about the example explosion bugs me though. And I see it again when comparing small vs large emitters. The small emitter one looks less realistic to me because the curling smoke-balls we see look tiny, like the size of tennis balls or something. I feel like these curling features in the plume should be larger. More like cauliflower than broccoli :) How is this controlled?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Thank you! I'm not sure if I understand the question, though. Do you mean the finer noise in the simulation or the general shape? I know I could've certainly worked more on the general shape, but I didn't want to spend too much time on it, for the sake of the video. Simulating a plume that doesn't get "shredded" over time is really difficult, unless the simulation just has a really low vorticity. And, unfortunately, there isn't a direct way of controlling that. Usually, I experiment with a bunch of settings, like the ones related to buoyancy. But those don't tend to do much. This is something I'm really trying to figure out; getting simulations that look "compact" (for the lack of a better word, I guess) is really important in many cases, just very difficult. And, about some of the finer noise, there is a way of controlling the size of it in the Noise settings. But wavelet turbulence in Mantaflow (Noise) doesn't seem to behave accurately yet. From the looks of it, it doesn't follow the smoke properly, so I'm hoping to see some issues around it fixed.
@creedolala6918
@creedolala6918 4 жыл бұрын
@@IagoMotaVFX cheers, yeah I think that's what I was seeing, is small plumes that don't get shredded... they look fine for the first second or two, but then I guess I subconsciously expect them to turn into smoother smoke and they remain tight little balls. I think I need a little more horsepower to play around with this stuff.
@swampwaffle74
@swampwaffle74 3 жыл бұрын
I really hope the next couple of updates can change mantaflow for the better. It is terrible at the moment.
@gustavoivo284
@gustavoivo284 3 жыл бұрын
Uau owwwwe, i didn't know u were Making a film for Gugaplayz studios. I love u!!!!!!!!!!,
@IagoMotaVFX
@IagoMotaVFX 3 жыл бұрын
The dragonite is mine now.
@silencethequiet
@silencethequiet 3 жыл бұрын
When is your next video coming out? I love your channel! Keep it up!
@IagoMotaVFX
@IagoMotaVFX 3 жыл бұрын
Thank you! I'm currently doing some RnD for the next video. I'm not yet sure of when it'll be complete, but it's a "quick tip" video, so it shouldn't take too long to make.
@silencethequiet
@silencethequiet 3 жыл бұрын
@@IagoMotaVFX Okay! I can't wait!
@javefx
@javefx 4 жыл бұрын
Quanto tempo de Blender você tem? E parabéns pelo trabalho, representando bem o BR (:
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Obrigado! Acho que comecei usar o Blender uns oito anos atrás. Porém, foi só recentemente que comecei a considerá-lo uma opção de carreira.
@javefx
@javefx 4 жыл бұрын
@@IagoMotaVFX Tenho pensado nessa ideia ultimamente, mas não chego a ter nem 1 ano de Blender. Ainda me parece muito distante e complicado de se alcançar, mas tenho muito interesse. Parabéns novamente pelo trabalho, me inspirou bastante a continuar!
@ghettomining7580
@ghettomining7580 2 жыл бұрын
Have you tried running this with guides enabled with the default settings and the same domain as the target it applied real air pressure data to the sim
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
Yeah, I've tried it, but unfortunately, it makes the simulation far too slow for it to be workable in my PC, so I usually just keep it turned off.
@ghettomining7580
@ghettomining7580 2 жыл бұрын
@@IagoMotaVFX cool cool. I have a 1070 and a ryzen5 and it’s acceptable. But I don’t mind a 2 day bake. Great vid though explains what I was saying other day to someone that particles are ok but not brilliant. I couldn’t say for why except blocky and resolution dependant acting as planar emitters. Hands down best smoke work I seen in blender and not at 512 resolutions.
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
@@ghettomining7580 Thank you!
@Oldvolu
@Oldvolu 2 жыл бұрын
I've been told that it always takes forever to render smoke but I noticed that you'se using a gtx 650. How long does it take you to render these explosions?
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
Usually takes me about 8 or so hours to render the whole animations. I tend to keep a lot of the render settings at a pretty low resolution to make it easier.
@thebulletkin8393
@thebulletkin8393 3 жыл бұрын
I'm trying to copy your setup but all i get is the sphere surrounded in fire and then the smoke just slowly rises up, nothing like your quick burst of smoke. is there anything that comes to mind that i could have missed?
@IagoMotaVFX
@IagoMotaVFX 3 жыл бұрын
Yeah, Mantaflow has changed quite a lot since this video was made. For instance, the way gravity and force-fields affect the smoke has been changed. I think that was to make the scale of the simulation look more accurate (Though, I'm not sure if I remember that correctly). So, different settings would have to be used today, like maybe much higher temperature and initial velocity? It's still hard to tell how to compensate for a lot of these changes, unfortunately. I guess we'll have to wait for everything to become a bit more stable.
@thebulletkin8393
@thebulletkin8393 3 жыл бұрын
@@IagoMotaVFX will some more experimentation I managed to fix the error, so that the object was actually emitting smoke. But it never had that cool rising effect of basically any explosion ever. The smoke just lingered there and rose super slowly, not at all the effect I imagined. I’ll try turning up the temperature but there are so many values to change I don’t even know where to start XD
@gnome3d750
@gnome3d750 4 жыл бұрын
Hey Iago! There is a video on KZfaq called "Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5" - If you go to 8:25 on that video, you'll see a blue portal with particles. I, along with all my coworkers, have been trying to make something like that for a very long time and have been unable to achieve it. Are you able to make a tutorial similar to that? Thank you for all your videos and the knowledge you provide us. You're dope af!
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Hello! Sorry for the really late response. Unfortunately, I haven't planned on making anything similar to that. So, I'm really sorry about that. I'll say though, the way I would approach that would be by starting with some "previs" to break down all the elements, plan the color scheme and build depth into the effect. After that, I'd make the different parts individually, preferably in separate .blend files to keep things organized and efficient. In the demo, it looks like the main part of the effect is a pretty simple (at least in concept) ring of flowing smoke. However, there the smoke itself isn't rendered and, instead, the particles are moving in its velocity, which is something that could be achieved with the Smoke Flow force field. The rest of the elements look much simpler, particles moving in a vortex motion with some turbulence added to them. And the outermost element there looks like it could be achieved by rendering a single frame of a crazy number of particles, and using that rendered image as a rotating texture on a circle with surface displacement, making it look like the particles have multiple levels of movement. I suggest that for some of the slower "flowing" movement you try using the "Force Field Settings" panel in the particle settings. It basically turns all of your particles into force fields (so, make sure to use that on a separate particle system, with much less particles). Using the "Vortex" force field and messing with the particle settings can sometimes give almost smoke-like movements. Anyway, I hope this wasn't boring to read. Just remember, this is how I'd first try to approach an effect like this. It's likely that this is much more complicated than it seems to me now. But hopefully this helped at least in some way.
@bradysmith4245
@bradysmith4245 2 жыл бұрын
My explosion will be working one second then not be visible the next. Idk what’s happening there. Also I can’t quite get it to look like this
@TommyworldABC
@TommyworldABC 4 жыл бұрын
Blender is the best software ever...
@kleytman
@kleytman 4 жыл бұрын
I'm going to buy some explosives, you can't beat that realisim
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
man, that's not fair
@MrBlackiiz
@MrBlackiiz 2 жыл бұрын
I want to make it explode, slow it down, what do I do?
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
For that case, animating the Time Scale slider would probably be the most effective way to do it.
@diher57
@diher57 4 жыл бұрын
Great job. I know this question is game engine specific, but anyone does know here , I can export and import it into Unity Engine ?
@jacobfoster
@jacobfoster 4 жыл бұрын
That's something im currently trying to figure out. Im guessing you take render image sequences of each angle of the explosion and use in a particle system in unity (with flipbooks)...
@friedrichrengah4747
@friedrichrengah4747 4 жыл бұрын
Really the best blender explosions on KZfaq. But I have a question, or a note. If you look at the references you see that the color and brightness contrast between smoke and fire is much stronger. The smoke is almost black. I just wanted to know if you can achieve this effect as well, as in my opinion that would match real explosions a little better if you want to combine them in one shot?
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
That would definitely be more realistic. The reason I tend to avoid explosions like that, though, is because they're incredibly difficult to get right. In those kinds of explosions, since the smoke is really dark, I won't be able to get away with leaving the fire inside the smoke to have it just scatter the light. The fire will have to be completely exposed, and getting the movement of fire like that to look good is tough. Before Mantaflow, this could have been achieved quite reasonably. I used to separate the domains into "Smoke Domain" and "Fire Domain". (I still simulated smoke and fire in both to match their movements, I just rendered the fire and smoke elements separately) The Fire Domain had a considerably lower resolution and vorticity than the Smoke Domain. Knowing how turbulent and detailed fire is, this might seem unreasonable at first. But, lowering the base resolution allowed me to strongly increase the High-Resolution samples. The quality of the fire then depended entirely on the wavelet turbulence. Wavelet turbulence is a pretty accurate way of simulating details, so it usually did a great job whenever I wanted to get realistic large-scale fire. Right now in Mantaflow, though, I've been experiencing several issues with wavelet turbulence. It doesn't seem to be following the velocity of the smoke properly, making it look "noisy". So, currently, something like this would be a lot more difficult to get right.
@friedrichrengah4747
@friedrichrengah4747 4 жыл бұрын
@@IagoMotaVFX Okay, first of all thanks for your really detailed answer, I don't expected that! Maybe it would be possible to examine that a little bit more in the future? I'm very interested in fluid simulations in genreal (and I've done a couple dozens of them in the past), so that would be awesome. That with the Wavelet Turbulence seems indeed a little bit odd after I tried it out, do you think that will get fixed in one of the next updates? Or aren't the developers aware of this problem? If I may ask: do you informed them about this maybe already? For your future content I think it could be interesting if you would do some sort of a lifestream tutorial. That way you can teach a lot more of your Emitter workflow. The Emitters are my biggest problem, until now I don't have the awareness in the right amount of those things. Maybe you could adress these things a little bit more in future videos, kind of like in the latest "doing random stuff" video? Either way, thank you for your great tutorials , stay healthy and safe in these times and I can only say that I'm very hyped for your next videos :)
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@friedrichrengah4747 Yeah, there are many things I want to try out in the future when Mantaflow is more stable to work with. Fire of different scales is one of the things I'm really considering. And, usually, if I want to get fire and smoke to both look right, I have to separate the domains, so it's very likely I'll tackle that in the future. I've been thinking of making a bug report on the wavelet turbulence issue. The tricky thing is to make a very clear demonstration to really show the difference between Mantaflow and 2.81. I'm keeping a close eye on the bug reports. Gottfried Hofmann's reply on developer.blender.org/T71391 shows an issue that I think might be related to or a side effect of the problem we're talking about. So, I'm also waiting for developer's responses there, to know whether a new bug report is going to make a difference. I've been thinking of livestreaming for years now! I just haven't gotten around doing it, as I'm not good at coming up with things to say on the spot while trying to also focus on the simulation. Maybe after a few more "doing random stuff" videos, I might gain the skillz and the confidence. But yeah, thank you for the regards! I hope you're staying safe as well
@friedrichrengah4747
@friedrichrengah4747 4 жыл бұрын
Iago Mota sorry for bothering you once more, but I‘ve encountered a big problem lately. I‘ve rebuilt your fire shader for a simulation I did and in the rendered view it seems alright. But every time I try to render, everything is rendered as smoke, no light is emitted. I checked everything possible in my mind what may cause this problem. Checked the Light Paths, the sampling, the volume interpolation and so on. I then tried other blenderversions. I did the sim originally in the 2.83 beta, then I tried it in 2.82 and 2.81. Both of these didn‘t work. Did you may once encountered a similar problem? Is there a small option that I missed? I searched the Internet for several hours but didn‘t found a thing relatable to my problem. Would love to get an answer, maybe something that helps... If anyone of you had a similar problem and got it fixed please write it down. Thank you :)
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@friedrichrengah4747 I've only come across this issue once and never really understood its origins. In fact, the simulation at 12:58 is that one time it happened. Both domains were supposed to have fire (one for the detailed external fire and the other for just the scattered light inside the smoke), but only the former is visible in the render. For me, it renders correctly in the viewport but not in the final render. It might be related to this bug, but I'm not sure: developer.blender.org/T73766
@imoteep4984
@imoteep4984 2 жыл бұрын
Hello! I would like to ask that when baking, if I use the OpenVDB format, is it possible to transfer it to other drives from C? Because unfortunately he only wants to bake on drive C. As soon as I specify another drive there it no longer does anything just create empty folders. thanks
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
After setting the new folder directory and baking again, it just reverts back to the C drive? Like, no matter what, it just doesn't bake to any other drive? That's actually a problem I haven't seen before. Do you know what version of Blender this is happening in?
@imoteep4984
@imoteep4984 2 жыл бұрын
@@IagoMotaVFX The problem is that I select the OpenVDL format before baking. But you just want to fry it on drive C. If you set another drive as the baking path or the Blender file is on another drive, it will no longer do anything. It only creates empty folders but does not include baking information files. On drive C, yes, but there's no room to bake there. v2.83.4 version
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
@@imoteep4984 Oh, in that case, does it work is it's baked in the Uni Cache format? If that's the case, I think it might be a problem with the drive itself. But, unfortunately, since I haven't seen this problem before, so I can't be certain. I really apologize for my lack of knowledge there!
@imoteep4984
@imoteep4984 2 жыл бұрын
@@IagoMotaVFX If set to Uni Chace or Raw Cache, it will run on any drive. But OpenVDB unfortunately only wants to bake on the C drive and there is not enough storage space there.
@IagoMotaVFX
@IagoMotaVFX 2 жыл бұрын
@@imoteep4984 Yeah, sorry, I really don't know what might be going on there. Maybe it might've been a bug that was fixed in newer versions, like 2.9, but I can't be sure, unfortunately.
@Sh-hg8kf
@Sh-hg8kf 4 жыл бұрын
I can't run 2.8 due to my intle HD3k. How do I test render the sims without taking years to render or playing the animation in
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
Go to View -> Viewport Render Animation. That'll quickly render a series of images in your output directory, that you can then import to your editing software and play in real time.
@Sh-hg8kf
@Sh-hg8kf 4 жыл бұрын
@@IagoMotaVFX Unfortunately, even viewport render runs hellishly slow for me
@IagoMotaVFX
@IagoMotaVFX 4 жыл бұрын
@@Sh-hg8kf Ouch. In my case, when the smoke resolution is high, it can take somewhere around 30 minutes to render the whole animation through the viewport. It is pretty annoying, but it usually pays off.
@Sh-hg8kf
@Sh-hg8kf 4 жыл бұрын
@@IagoMotaVFX 30 minutes on the viewport?! Yikes
@KenHeslip
@KenHeslip 3 жыл бұрын
Thanks for the project files but they look nothing like what you show in 2.92. 😕
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