Create Simple Explosion VFX in Blender Mantaflow - Iridesium
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- Опубликовано: 1 июн 2024
- Join Iridesium Discord: / discord
Soon you will be working on the next massive blockbuster and you will need to prove to the studio that Blender can make good explosions!
In this tutorial, we will be going over Blender's new smoke solver. Looking at the pros and cons and learning how to make a simple but effective explosion in Blender.
The problem I pointed out with the adaptive domain setting has been fixed. Go ahead and set the value lower if you are getting clipping.
Final Accretion Disk Material: drive.google.com/file/d/1fOOA...
0:00 - Epic Intro
0:43 - Main Particle Emitter
2:09 - Secondary Emitters
3:55 - Adding the Smoke
5:02 - Domain Settings
7:11 - Emitter Settings
10:18 - Smoke Collision
12:20 - Final Simulation
13:28 - Scene Setup
15:02 - Explosion Shader
19:19 - Render Settings
20:44 - Final Renders
Support Iridesium:
Iridesium Blender theme: drive.google.com/file/d/1q28G... - Кино
if i try to render this on my pc i don't even need to simulate the explosion
haha
yeah my cooler is just a stock ryzen 5 3600 cooler and i get like 90c its pretty whack
@@shrek2415 Yours has COOLING?!?!?
blind_drunk_chris same lmao
Shrek is your GPU capable of rendering? I’d use that if it is
For the people that have problems with finding "Bake Data", Go to the Smoke domain > Physics tab > Cache > Type: - , And the type should be Modular, Default you have "Replay" on
TY
@@fuwe No problem, Have fun :)
thanks alot
Thank you!!
You are a good human
"Usually I use 150 to 200, but for this tutorial I'm gonna leave it at 100."
*changes the value to 150*
Dammit, I
just wrote that comment, but you get the credit for seeing it first :
I was just about to comment that LOL
@@tech_of_steel20official Same. ^.^
Let's put on 2000, . But instead of these two things, video is amazing, this is treasure. Like and subscribe from me. Video is PERFECT. Not like these hindi guys...
Iridesium - true proffesionalism!:)
I'm like he's gotta be doing this intentionally lmaoo
For anyone who can't find "color mapping," it's because you're on a newer version and it's just renamed to "grid display" it should show up under "viewport" display just like in the video.
Thank you. You helped me a lot and gave me a great answer that I needed. You did not write this comment in vain) Thank you again
thank you! This really helped me!
Thank a lot!!!!!!!!!!!!!!!!!!!!!!!!!!!!
0:45"and then delete everything, it's all useless"
*uninstalls blender and starts career as baker*
Well he does add a camera, a cube and a sun later on so idk... we could just hide them until later but don't tell him.
"We can just put a cube over here, and if you EVER tell anyone that cube is there? I will come to your house and *cut you*" - Bob Ross
Sorry, but that would also include deleting all the baking.
Starts career as explosion smoke*
A career in baking blender models
I don't know why but at 6:28 when he says hes going to leave that setting at 100 and then right away enters 150 instead, I had a nice chuckle lol
For anyone having trouble with the smoke not showing in the rendered view.
Select your domain and go to cache and select 'All' instead of 'Modular' or 'Replay', then 'bake all'.
Very helpful thank you
Thanks man
I’ll try it thanks
you're a legend thanks man
Thanks mate
Him: so press quick smoke
My poor laptop: so ya want smoke, ey?
For those people who are struggling with the smoke sim not being same as in the video, i finally figured it out after a lot of hardwork ,you need to select all the three emitters when you make the domain by the following steps
Select all three emitters
Object--) quick effects --) smoke effect
Thank you... I've been racking my brain on that one.
@@webtron44 hey eric i recommend u don't try making this project bcoz you might be using a newer version of blender . I too tried doing it but idnt go the same way especially with the way the smoke looks and that node he used for giving colour to smoke :(
Bruh all that time this was the solution 💀
for the people that cant find color map. It changed to grid display after 1.9 update
I love you for that my dude.
Thank you!
The Color Mapping is new called Grid Display
Thanks
i love youuuuuuuu
and my fire appeared black
the fire looks nice tho
But which field I need to use for explosion?
@@Slipper.The_Avaitor_Films There is a setting right after RGB in Grid Display. Just change is to B-spline and it will work!
"smoke" is now called "gas" on updated versions fyi
Thanx
thanks so mucg i was ssoooo confused
Thanks
how to use period hot key?
@@dostonsaidov3676 its FullStop " . " key
2:25 Help!! My cube is in ancient greek, what do I do now?
@RUclips Central oh no, the cube waa just born, don't threaten him like that.
Translate it!
@RUclips Central Haha!!!
@RUclips Central That joke is layers deep
Just delete it, because it is usless
I would LOVE a good mantaflow fire tutorial. There's barely any content out there for mantaflow fire, and what is actually available is very very simple and not very photorealistic at all. The few renders you showed at the end look incredible and I would love to see a tutorial for those!
One of the best explosion tutorials I've found. I've played with fluid water sims so far. Mantaflow is indeed slow, but I've been really impressed by the quality of the results. Looking foward to playing with this now.
I have no computer and im 13
So i will be back to this video in 10years!
I felt that
@Tafseer Ahmad ok kid einstien
@Tafseer Ahmad r/kidsonyoutube who knows lol
@Tafseer Ahmad "If you think you understand quantum mechanics then you don't understand quantum mechanics" -Richard Feynman
So cute
Holy Jesus, I was making your nuclear blast tutorial Yesterday and now here it Is a new tutorial! Man, bruh, you make me so Happy! And all of us addicted to 3dexplosions/pyromaniacs are looking Just for stuff like this!!
Holy shit and i thought i was a pyromaniac
@@stevenalexander6262 At least you're not alone.
What is NEXT.. ? lol
PSA for anyone using Blender 2.9
INCREASE INITAIL VELOCITY, 60 - 80 worked well for me
Thank you sooooooo much !!!!!!!! It Finally works!!
THANK YOU, I wondered why the particles just made lines.
I use to play around with blender a number of years ago but stopped a while back. But you've resparked my interest, I'm excited to try some of the stuff I've seen on your channel!!
I learned a ton of stuff from this tutorial. Usually I complain because tutorials are too slow, you don't have that problem. I will have to listen a few times to catch everything. Anyway thumbs up all the way.
Great tutorial! I'm still experimenting with Mantaflow to get cool looking explosions, but since I'm a little impatient I never get to bake real high resolution explosions, so they are always lacking in detail. One thing I noticed which I see a lot in smoke / explosion tutorials: you have a lot of flickering shadow artefacts in your rendered animations. Many people suggest using cubic interpolation in the material (which you already did) or not using Adaptive Domain to get rid of it. But that's useless. The main reason for the flickering shadows are bounce values set too low in Transmission and Transparent light paths. Yours are set to 8 and 12, I usually set mine to 64 or 128 (and Total to 128 of course) while leaving the others low. I didn't even notice an increase in render times, it just removes the flickering. By the way, this also helps with glass materials which I always thought are too dark, too shadowy.
for those wondering where the bake option is, you need to change your cache type from replay to modular. Select the domain open the fluid drop down menu if it isn't already open, open the cache drop down menu, select type and change it to modular. The default type was changed in version 2.83 so yeah.
im using version 1.91 to do this simulation, but i cant find colour mapping in the physics for the domain
@@thushanipremarathne6566 its called grid display
thanks
Literally wishing for this video yesterday. EXACTLY what I wanted. Thank you so much for sharing what you know man
Wow, these explosions are fantastic. What I learned the most is how much shading can do, with the wrong shading these amazing explosions look like puffed whimpers of sadness.
Could you maybe make a tutorial, where you show, how to simulate and shade the fire simulations. Cause they look really cool and realistic
Yes, a fire tornado tutorial for example.
for the shading just go into the volume for the material and up the blackbody
Just use an inflow emitter to fire and simulate at a high res
I'm pretty sure at00:39 he used the Wisp fire shader (find it on blendermarket)
Go and search crossmind studio mantaflow .......thanks me later
Now THAT is what I'm talking about. That's awesome man! That looks really good and that opening was jaw dropping. The camera movement, the pyro, the atmosphere, very well done.
Edit- what was the resolution for the fire next to the photo?
Epic results Joel, thanks again for sharing!
Wow, I'm impressed. I know creating stuff is not bout tool, but about artist, but this is awesome fx I didn't expected from Blender. Great job
"This is a simple explosion, not an advanced one"... Jeeeezus....
Anyway, the video is simply amazing! A lot of details, clearly explained, the end result is incredible...
I really appreciate how much effort you are putting into these
Some final suggestions: the final material setup you show towards the end has three attribute nodes with the name "density" in it. You could use one attribute node to plug into all three color ramps. And since the density is represented as values ranging from 0 to 1, the color is only black to white - so you could use the factor output of the attribute node instead of the color output. I don't know if there are differences in precision between the color and the factor output, but I'd prefer factor to be on the safe side.
And at first you used the Volume Info node instead of Attribute, if you give a reason why you changed it I might have missed it. The thing is, I experienced a small decrease of render time when using the density output of the Volume Info node instead of the Attribute node. It's just subtle, but of course it adds up when rendering animations.
The color output of the Volume Info node you use at first is quite useless when plugged into a color ramp... because it just gives the color that's set in the "Smoke Color" settings of the flow object. Being a single color and not a color range, the color ramp just calculates a grey value from it and uses that single color to determine its output color. However - if you have multiple flow objects in your domain and give them different smoke colors, the color output of the Volume Info let's you put different smoke colors on different flow objects inside one domain material.
Ok this video got recommended to me and this was the first video i watched of yours, AND THAT INTRO WAS *INTENSE* MAN
Fantastic tutorial. I've been looking for weeks for how I might use a particle system in a smoke simulation, and I just couldn't find the right search terms. Somehow RUclips's algorithm finally found me a good video! Thanks!
„What did u done today?“
„I baked some explosions“
spicey cookies xD
This man's so good, call this a knowledge bomb, cuz these explosions are fire
I've never done much simulations work in Blender but damn, this stuff is really cool! Great job dude!
This is the best explotion tutorial, good job, keep going, and good luck for your next projects!!
I give up watching this
Man's going fast and slow and randomly going fast
love the video that explosion with the ground dust looked amazing.
would love one on mantaflow fluid in regards how to control the amount of foam bubbles and spray that are produced, i have played with all the settings but it produces millions and i mean millions for each of the particle type, you would need a NASA pc just to render it....
Bro your intro is so cool, looks like it could be from a massive movie industry!
awesome job man, makes me wanna pick up blender again (I'm a maya guy)... I can't wait til we can see these kind of effects in real time!
0:46 "It's all useless"
Initial Cube Lives Mater!
O-O
me: smiles
my laptop: no! NO! nooo no no no no no!! god No!
you do the best job of teaching this on youtube.. thank you I have struggled for months.. this was a life saver.. I finally understand what I was doing wrong
Excellent result. Just today I remade it in 2.90 , way better than previous version.
Thanks for the video
only 4 likes? wow.
Now 6
"For this tutorial I'm gonna leave it at 100"
*changes number to 150*
Thank you for the wonderful tutorial! Worked perfect!
Cool final result. Thanx for tutorial! 😀👍
9:22 How did you make smoke so big? Color mapping in the new Blender is a grid display. So how to make such a huge smoke in the grid display?
同样的问题
make it bigger
Amazing Tutorial!! One question, though... at 10:53 How do you get that to start a little after the explosion, though? Every time I try to do it the "dust" starts rising at frame 1.
FANTASTIC Tutorial, dare I say perfect. Thank you so much! Subscribed.
Great tutorial, gives an overall understanding of this system in blender.
Really good tutorial, just a tip: the intro sound is a little to loud.
*THX flashbacks*
Shhh. At least he’s back posting 😫
That's a complaint more than a tip.
Its intended
My headphones took off
"I'm just gonna leave [the cache end frame] at 100"
*immediately changes it to 150
Great tutorial. Thanks!
Amazing tutorial. I am just rendering the animation at 45% to see what is going on. But even though I got everything the same as you (well, almost, i have more emitters - 4, things look totally different). Basically I have more flame and not so much round smoke as you have. Will have to do the tutorial couple times more and play with the settings - blender 2.83. The other problem I am having is that no matter how big I will make the domain, the smoke eventually hits the borders of the domain. The emitters are approx 30 cm, the domain 10 m high. Still hits the sealing and looks like massive clip. Thank you for your work!
I'm here just for your epic intro. Love it!
For those people who's fire is not changing to the red and yellow ColorRamp, try deleting the attribute and re-add it again. took me like half an hr to fix it.
It didn't help😭
@@ayushmansingh9482 So I have no idea why this worked for me but use a lower case h in heat when putting the in the name. That worked for me for some reason.
@@DrWhetFaartz88 wow i can't believe that actually solved the problem for me too
the fact that he used 200 particles instead of 2000
I´m really hyped for this ;)
great tutorial! It worked perfectly for me!
where's the color mapping in blender 2.90? I can't find any option for that or do i need to set that up in Shading?
3.9.1- select grid display. Leave everything the same except set "scale" to 5 or bigger depending on the size of your explosion (be careful as high numbers need much better hardware) you can also play with the color slider functions to get real time shaders on your bake. If you do play with colors I suggest hsv as works on saturation hue and value. Rather than flat RGB colors. It won't look exactly like the tutorial at first (it actually looks a little better IMO) but follow the rest and you should have a nice looking boom boom.
Also if you try setting the "interpolation" to cubic in the viewport menu and setting the "slice per voxel" down to maybe "2" that can give you a nice plume effect. Also I didn't note on the above but you will need to play with those contrast sliders in order to not see a black see through cloud.
@@dylanwalters414 sorry but, what the actual mcdonalds fried FUCK did you just say
@@dylanwalters414 thank you sooooo much for explaining this
At 6:56 "you can see a tiny little wisp of smoke comes up" - mine doesn't look like that, I've done the tutorial 3 times over trying to figure this out. Mine just looks squat. Any tips here?
Your cache type needs to be set to "all" instead of "replay"
is awesome your intro and content! the sound is WOW!
You are unbelivable proffesional ! I am so happy that I found video like this :D
GAME TRAILER : 0:17
GAMEPLAY: 20:43
"cause it all USELESS"
Default cube : " crying in silent"
*Cries in Latin*
i don't understand... some tutorials are like - delete the default cube, now press shift+a and create a cube... wtf?'
Nice work 👍😎👍 excellent explanation and process 😊🖖
Thank you very much!
This is an amazing tutorial!
Thanks again!
15:00 why can't i see the smoke in the cycles enigne? i have added two suns with a direction towards the smoke, but all i get i a almost dark screen in the quick render in cycles
Make sure noise baked or is not checked. Also, make sure the smoke domain material is applied to the cube of course.
@@brightgarinson3099 both is on mine still cant see it
I got it you have to add the smoke material to the sphere and planes and the apply those materials to there particle settings
Me: Hits Alt R
Radeon Software: HELLO
Lmao 🤣
this is awesome. Intro to everything
Awsm! Thanks for the video!
"delete everything, it's useless"
also
"I'm going to add in a cube"
Could someone please send me a download link for a finished product because My thing isn’t working and I want to compare them thank you 😊.
A really informative tutorial, 👍I’ve tried following others but most of them have been useless
New sub ! Thanks for the detailed tutorial. You are amazing
9:03 the viewport display panel lookes totally diffrent for me. i have blender 2.91.0 and i dont know how to do this step.
Having the same problem
Same
Because Color mapping is removed. No longer exists in 2.9.1
Its now called grid display you can change how it looks with the color map
@@kiranroye6498 JESUS! Was looking around for this everywhere! The small changes really threw me off
In most tutorials the "Using Scene Gravity" Z value under fluid settings is -1 m/s but mine is like -9.8 m/s. It wont let me change it but does this matter?
Unless your simulation is on another planet than earth, -9.8m/s should be correct :)
Awesome; thank you for sharing!
Very good tutorial, thank you. I got a really nice result.
"Translate tool, in case your cube is in Latin"
**Translates a latin plane**
Iridesium: So now lets bake, this shouldn't take very long
Me: ok
50 min later*
Iridesium: So now let's free the bake!
Me: 😁🔫
THIS IS SENDING MEEEEE HAAHHAHAHAHAH
Thx for sharing your knowledge!
Ultra useful thx a lot for all these tips!
Simulation has always been Blender's weakness. That' requieres way more R&D than most other features.
I've been saying the same thing for years. That's why I cringe when a new version comes out and they're praising grease pencil improvements. Blender to this day still doesn't have proper fracturing.
9:23 "Because of the noise we added..."
When did we add noise? I replayed this 4 times. I don't know... I'm in Blender 2.9 and I can't get this to look right.
Same dude I just am about to try adding it and doing process of elimination to figure it out :/
same here
I think he meant the Randomize setting at 2:52, perhaps in combination with Vorticity.
same
Awesome tutorial!
So learning this will help me create any kind of explosion
is there anything you can do about the the domain cutting off the shockwave blast?
Maybe turn off the adaptive domain
When i view my explotion with color mapping it’s all black, instead of white like yours, and i can’t really see all the “boubles” and such.
And my smoke is like yours untill the particles lifetime run out, and then it slow down and rises very slowly up.
Do you know the answer for that?
having a similar problem rn, if your still working on it ill keep you updated on what's going on, I'm messing around with the particles lifespan at the moment. also the colour mapping option isn't appearing for me, where did you find yours?
@@jakenboyo691 Thank you. I appreciate it.
It was under the "viewport display" tab, in "physics" when you have selected the smoke domain of course.
@@mbp5863 Selected smoke domain, but not seeing color mapping option in 2.91.0, any suggestions?
@@jaybickley Same, i also have this problem.
In 2.9.1 this was replaced with "grid display" select grid display then you'll see a small custom color mapping menu. Leave the first field as "density" and then set the "scale" relative to the size of the explosion let's say "5" for this tutorial. May need to be bigger depending on the size of your boom. Next you'll see field for color maps "RGB" should be fine however HSV has a larger range of colors if your experimenting with shades. Also leave the field to the right of it as "linear". "ease" can be used if your experiencing clipping on render. a slider bar with two positional color functions are at the bottom. Select the first bar here you can experiment with shaders (different colors) and view a nice effect without rendering. The sliding bar just helps contrast the selected colors. Most importantly to get the "bubbly smoke" effect, the "scale" from the begining is what you will need to play with. (Due note that the higher this is the better hardware you will need to not crash). It won't look exactly like the tutorial at first [IMO it looks better ;)] but follow the rest after that and you should have a pretty boom boom.
Thannnks!! nice tips and impressive results!
Your change of attribute from heat to density in emission color had given to me the idea to create a temporal color ramp using the MixRGB node in Darken and giving heat attribute in low input and density attribute in high input. Then creating two keyframes for the factor, one set to 1 at frame 0 and one set to 0 (or higher, as needed) at end of simul there is the transition and moving keyframes there is the same effect of the color ramp but in time from the two characters of explosion and compensate the kind in time as is needed for the shoot or the VFX.
Copied your exact settings to the T and my explosion looks nothing like yours. I get a huge cloud in the middle and two small ones at the bottom and it looks like a dick... Idk how tf to fix it because I've followed this video 3x exactly and I'm getting the same results over and over
Join the Iridesium community: discord.gg/PdjBDKw . It sounds like you just need to turn the Random Velocity on all the emitters up. We can help you out more if you join the Discord community and ask there. Ask in the #help channel. ;)
Iridesium will do, thank you
@@Iridesium How do I get accepted in? It says to type in verification and I did so yet nothing is happening
@@mrfeathers3938 You have to type in that chat ":iridesium:" Then you will be able to see all the chanels :)
MasterSquishy23 omg lol okay thank you so much dude
Hello there! First of all, I wanna thank you for this tutorial. It's the best simulation tutorial out there so 11/10 on that. However, I seem to have this issue where I can't get mushroom clouds or smoke clouds even if I copy your EXACT same settings. After the particles die the smoke slowly rises and doesn't form anything resembling your result. It doesn't stop cuz it still moves but not like yours. I have repeated this tutorial over 5 times with 3 different versions and multiple blend files and can't seem to solve it. Have you heard of this issue or a solution for this issue and if you have can you please let me know about it? Thanks!
I have the same issues
try to up source ...flow-physics propertice-initial velocity-source
Nice tutorial, thank you very much, that help a lot!
that intro is truly epic
For some reason when I switch to render in cycles no smoke shows up at all. I have followed the tutorial every step of the way and everything looks good up until I get to rendering in cycles.
Same problem
@@R-Tex. same
yup same here- there is something he had set previously and did not mention- still trying to find it
This worked for me: Select your domain and go to cache and select 'All' instead of 'Modular' or 'Replay', then 'bake all'.
@@hoosiers4225 try the method i mentioned
My explosion always completely fills up the smoke domain, no matter the size of the domain, or the speed of the smoke.
Decrease the scale of your object or decrease your particle size. Let me know if this helps.
Wow, impressive results.
superb. so much learning