Create an explosion simulation in Blender - beginner friendly tutorial | Yash Kejriwal | Skillshare
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Create an explosion simulation in Blender - beginner friendly tutorial

teacher avatar Yash Kejriwal

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      1 ) Introduction

      1:04

    • 2.

      2) Intro to fire simulations

      7:25

    • 3.

      3) Making the explosion

      6:42

    • 4.

      4) Eevee Rendering Setup

      2:00

    • 5.

      5) Making The Bomb Material And Compositing

      5:01

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About This Class

Welcome to the class! My name is Yash and in this class we’ll learn how to simulate an explosion in Blender using Blender's particle system and fire simulations.

This is a beginner friendly tutorial, all you need is the knowledge of Blender fundamentals. We will go over the basics of fire simulation and particle system in the tutorial itself so it is not necessary to know those systems beforehand.

I really hope you enjoy. See you in the class!

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Transcripts

1. 1 ) Introduction: Hello, everyone, and welcome to this class. My name is Yesh, and in this class, we are going to learn how to simulate a bomb explosion in blender. This class is aimed at complete beginners, and as long as you know the basics of blender, you can follow along with this class. In the first lecture, we are going to learn the basics of fire simulation in blender. So you do not need any kind of prior knowledge about fire simulations. In the second lecture, we'll move on to make the actual explosion, and the third and fourth lectures are going to be aimed at setting up the cycles and e renderers so we can achieve the look we want for our explosion and render it out. We'll also learn the basics of compositing a blender and add a simple glare effect to our seal. After completing the class, make sure to create your own project and upload your renders in the project section of this class. In this way, me and other students can view your project, give feedback, and take aspiration. What are you waiting for? Let's begin. 2. 2) Intro to fire simulations: Everyone and welcome to the class. In this lecture, I wanted to talk about the basics of fire and smoke stimulations in blender so that in the next lecture, we can jump right into creating our nuclear explosion. I think it's really easy to make fire and smoke simulations and blender. We need three things for the simulations. First of all, we need a domain, which is basically going to be the boundary of the simulation, so Blender can optimize the simulation within that boundary and not let the simulation go outside of it. Second, we need a flow object which is the object from within which the simulation itself originates. Then we can have some extra objects like effectors which basically affect the flow of the simulation. We can have an effector that, for example, blocks the fluid. Let's say if we have a fire simulation, then the fire just bounces off fit and close in a different direction, and that's what we need. Right here, in the default scene, I'm going to delete everything and then press sift and search for U is sphere. Now press shift a again and search for Q. And I'm to scale up this cube, press Control A, and apply the scale. This step is really important. Otherwise, sometimes the simulation just doesn't play. Right now, I can come into wireframe mode by pressing shifts, and then make sure you have the cube selected and come over to the physics step and select fluid. Set the type to domain. Let this be gas, because we need a fire and smoke simulation. This could have been a liquid, but we are not doing water simulations right now. We are going to look at all these settings later on. Right now, we don't need them. Now, come over to the sphere, press fluid again, set the tie to flow. I'm just ping the floor type B at smoke for now. We look at these parameters, but let's come over here and play the simulation. As you can see, there is some smoke rising over here and as it rises, it is blocked by the domain. I cannot go outside of the domain. Another thing I want to show you guys is the flow behavior. There are three types of flow behavior, the geometry inflow and outflow. The geometry, all that's going to happen is basically it's going to fake the volume of the geometry, and it's going to use that to calculate how much fluid has to come out of that geometry. It basically calculates how much of that fluid the smoke or the liquid or the fires can be held within the geometry. And that's a default option. If we send it to inflow, it will just use the geometry as the origin point of the fluid, but it's just going to keep adding more and more fluid to the simulation. If we plate with the flow bed to inflow, Now you will see that we have a lot more smoke coming out and it's going to keep coming out till the end of the simulation. Another thing we can have, let's press shift and add a cube, move it up along the z axis and rotate it a little bit. Let's set it to fluid, set this to flow, and in the flow behavior, I will set it to outflow. Now let's play the simulation and see what happens. Right now we are not seeing anything special, but the smoke is just blocked to the bottom half, and that is because the resolution of the simulation is really low. But essentially what this outflow does is that it absorbs the smoke. It absorbs the fluid inside the fluid simulation. If I set it right here, you can see a lot more smoke coming out. But in this tiny part right below the cube, as you can see, there's a lot less work because that smoke is being absorbed by the cube. Another thing I wanted to show you guys is that we can send the fluid type to effector and move this down. Let's see what happens now. Now when we play the simulation, as you can see the smoke is spreading out a lot more and it's going around the cube. If we scale it, the effect is going to be a lot more apparent. As you can see the cube is causing the smoke to spread out, and that's what effect does. It basically causes the fluid to go around it. It's basically like the real word equivalent of a collision object. And now we can set the floor type to fire plus smoke. We don't need to change any more settings. Now if we play the simulation, we get a fire, but we also get some smoke. There's also another option called fire. We are not going to look at fluid in this glass. But if we set it to fire and play back as you can see, we get a lot more fire and a lot less smoke. However, the difference between the floor type fire and floor type fire. The smoke is much more than the amount of smoke. So essentially what's happening right here is when we're using the floor type of fire, it's waiting for the fire to die out and then it's going to change the fire that dies out into smoke. Basically, it's a more realistic behavior when the fire burns out, it leaves behind some smoke. Whereas with fire plus smoke, what happens is that it simulates fire and smoke at the same time. It's generating the fire and it's generating the smoke separately. There's going to be both and they are not dependent on the quantity of one or the other in the simulation. Now let's look at some domain settings. If I come over here and send the resolution to something like 64 and then play the simulation back. Now you'll notice that it takes a lot longer to simulate because we are simulating at a higher resolution. But as you can see that the details in the fire are better, and they're also reacting to the collide better. That is because it's a way more accurate simulation. Now, in order to just make the simulation part better and not focus on the quantity, I can set the resolution back and instead set the time stems to something like eight. Basically, it will calculate eight steps per every single frame, and it will just make the physics part of the simulation much better, but the stimulation will still look pretty bare. We are going to look at the other things right here in later tutorials. But right now, this is the brief introduction to fluid systems that I wanted to give you guys. I hope you enjoyed the lecture and in the next lecture, we'll start actually creating our nuclear explosion. See you there. 3. 3) Making the explosion: Hello, everyone, and welcome back to another tutorial lecture. In this lecture, we are going to start creating a nuclear explosion. Right now, I'm going to delete everything we did in the last tutorial. You can keep it as a separate file if you want. Now I'm just going to add an icophere right here and come over to a horizontal axis. Oops, I messed it up. I'm just going to delete it and add another sphere. And make sure that the subdivisions which are by default two are set to three instead. Now we can delete the bottom half of the vertices because we only need the top half of the io sphere, and this is going to be the base of our nuclear exploor. Right here, I'm going to come over to the modifiers and search for display. Click a new texture, go over to the settings. Here I'm going to set the tip to clouds. Then I can play around with the size to get the thing I want. I'm also going to silt the top vertex, turn on proportionally editing by pressing O and then just bring everything slightly down, and then love the whole thing up. Like such because we want a much flatter simulation. I can adjust the scale right here to something I like. Let's just keep it at that actually. Then over in the particle system stab, I'm going to press plus, and that's going to add a particle system. The reason we are doing this is because when we are doing a nuclear explosion, we want something to drive the direction of the fire. For that, we use a particle system. Right now the particles are falling straight down, which we obviously don't want. But right now, I'm just going to set the number of particles to 5,000, so we get a much denser simulation. Then I'm going to set the frame start to zero, frame to maybe 12, and light frame to five. Now in the velocity, I'm going to set the normal velocity to around five, and then the z velocity to five as well. Now the articles should shoot straight up. Let's see, and yes, they are. Maybe the sphere is a little big, so I'm going to press S, and like such. I'm also going to decrease the noise, scale it down on the z axis. This is giving us the type of output we want. Also, you can see the particles are of shooting off in a straight line or multiple straight lines. What we can do is come back to the particle system and increase the random ae. Now when we played back, the particle movement will be a bit more random. As you can see, we no longer get those straight lines in our particle system. That's about all we need to do with the particle system right here. Now, what we will do is with my sphere still selected, come over to frame zero and go over to object, quick effects, and quick smoke. Now as you can see, we have a separate smoke stimulation and our particle simulation. Now this is not exactly what we want obviously. Come over to the physics tab, the flow behavior is going to be in flow. Make sure initial velocity is turned on, and then here, I'm going to set the flow source to particle system and select my particle system. Let's try playing this back. Now as you can see, instead of just going straight up, our smoke is following the direction of our particles. When the particles disappear, we can see the smoke right there. A and now I'm going to set the floor type to fire plus smoke and let's see what happens. This looks like an explosion. I'm going to scale it up on the x axis and the z axis, and also come over to the horizontal axis and move the domain up so that the particles do not escape from below by any chance, and also scale it up on the y axis. Now this is looking like a nuclear explosion. Now what we want to do is set the resolution to somewhere around 120, and I'm going to set the frame to about, let's just keep it at 80 for now. I only want to stimulate for 80 frames. Now, this is really slow for now. What I'm going to do is go over here and set the time to all, which will allow me to bake the simulation, and then we want to adjust a few of the values. First of all, I'm going to change the water city, which adjusts the number of tours in the smoke. I'm going to send the border collisions to bottom. You can also increase the time steps if you want, which will make the simulation more accurate, yeah, that's about it. Now I can come over here and select Ba call. It's going to take a while to bake. I didn't bake all of it. I bake some of it. First of all, I want to disable the particle system for now. Now as you can see, we have some of a nuclear explosion going right here. You can always increase the resolution of the stimulation to get a more accurate fire and smoke. That's it for this tutorial. In the next lecture, we are going to learn how to set up the EV renderer to render this out, and then after that, we'll learn how to render the same thing out using cycles. See you there. 4. 4) Eevee Rendering Setup: Hello, everyone, and welcome to the class. In this lecture, we're going to learn how to render out the simulation in EV. Now, right now, if I come over to EV and add a sky texture, you'll notice that the simulation looks bad. First of all, come over to the y axis and add a camera, and I'm going to best control all Numpat zero to position the camera. Now what I'm going to do is come over to the render settings, volumes, and set the resolution to one is to one, which makes it look much better. We can also change the custom range, set the start of the range to where we can just see the explosion and set the end range to something like five or six steps after it. And now we can increase the steps in the volumes to 128. We also need to add a material to the domain. Come over here, and the shader editor, make sure to turn up the black body intensity. Now I know that this still looks really bad. However, we are seeing the simulation right now. The reason this is looking bad is because we need to follow some more steps which we learn in the cycles render tutorial, and that will help us in the EV output as well. I will see you in the next tutorial where we will learn how to create a shader for cycles, and that shader is also going to work in EV and increase the quality of our output. See you there. 5. 5) Making The Bomb Material And Compositing: Hello, everyone. In this necture, we are going to learn how to improve the look of our seal. As you can see right now, we are not seeing any of the fire in our bond. Also the smoke is very less dense, and to fix that, we actually need to create a proper smoke and fire material. To do that, first of all, come over to the smoke domain. And make sure you have a principled volume material and a material output and make sure that the principled volume is plug into the volume node and not the surface node. That way we get an actual volume. Now, right here, first of all, I'm going to increase the density to somewhere around, which will make the smoke more dense, and I can come over to the color of the smoke and decrease it to right around here. That way we get a blacker sob. We can also change the sky texture if you want to see it more clearly, but I'm just going to keep it at what it was. The next thing we want is to see the fire in our bomb. One thing we could do is to just change the black body intensity to something like Pi. Now, the fire is really dense, we are not seeing anything. To make the fire visible, what we need to do is first of all, we need to shift and search for volume info. And this node does exactly what it sounds like. It gives the information about the volume of the material. We have the color, the density, the flame, and the temperature. Then we can pull out the flame and search for a color ram. Then we can add a converter match node. Make sure that you use the converter math node and not the vector math node. This is very important. Fl the color into the value and flu the value into the emission stren. Now it looks weird right now, but if we change the ad to multiply This looks much better. Now we can change the values from right here. This second value right here determines how much fire we are going to see. If we change it to somewhere around 50, nothing happens because we made a mistake here, we didn't have to use the flame, we actually had to use the density. As you can see, we can see a lot of flames right here. I'm just going to pull the filler back in. However, the flame is white for now, and to adjust the color of the flames. What we can do is again pull out this density and add another color ramp and plum the color into the eviion color. Now what we'll do is I'm going to first take this color, the white color, and change it to somewhere around light yellowish. Now, click the plus. I can move the color to somewhere around here and main the color a little darker. And then repeat the step a third time and this time it's going to be much word. I think this looks really nice. The last thing I wanted to show you guys is some compositing. First of all, come over to these settings and in viewport shading, make sure the composite is set to either camera or always. If you set it to camera, then you'll only see the compositing in camera view while in the viewport. When you render it out, you're going to always see the compositing, but we are talking about live compositing here. You can either set it to camera or always. Otherwise, you won't see your composites until you have rendered the scene. Now come over to compositing right here. Make sure this use nodes is changed, and then what we have to do is pushed off, press shift filter, and drop in this glare node right here. With back drop turned on, drag out this image and add a viewer so we can see what's going on. Now we get some streak effect. I'm going to change it to regular blue and decrease the size. That way we can see that the image has some of a blue method. You can always change the threshold or any other settings you want to make this pit your liking. That's it for this class, I really hope you enjoyed and learned something new and see you in the next class.