I already respond to the professors that will complain for the missing camera shake or other irrelevant details: this video is intended to be a proof of concept, I intentionally didnt care about the render very much, focusing more on showing how it works
“Professors.” I love that one! I pinned your comment on my cloth video. I’ll no doubt get a slew of professors showing up, and this will hedge that off haha!
For people seeing this comment. I subbed for... 1 year more or less? Already had decent VFX understanding but the knowledge this guy deliver is nowhere near stuff that you can actually find in RUclips. Explanation are always clear and on point because he also explains why he do "that" and why enabling this option or turning this variable up can affect the whole process. Tutorial on car deformation and crash sim for example was a complete mindfuck and the result is just production ready. I highly suggest you sub to this guy.
The collision accuracy smoke sims bring doesn't matter with VFX this size anyway, so this is perfect for big or medium scale explosions. Sometimes the small channels really do have the best content! +1 sub sir
This is one of the best tutorials I have ever seen for blender! I love that you explain WHY you select each setting and tell us what it does, instead of just saying, "Do this, now do this, now do this." This way, we can use what we learned to create explosions that match what our needs are instead of making the EXACT same one you did! Bravo and thank you for this video 👏👏👏
much appreciated:) Is hard to choose between "explaining all steps" versus "just roughly breakdown what I did". The first method is for sure 100 % clear. The second method is less clear but generates more engagment on youtube apparently :C
I am completely speechless You have done such an amazing work. At first i thought you may be use some other applications but after watching this tutorial completely i don't have word You have done a great work
thank you very much, Im still mindblown by how good this system is working.... and is especially ridicolous that it gives me better results then the traaditional smoke simulation system in Blender
12:02 the cube for me changes the whole smoke and fire while the triangle does nothing, can you please tell me what exactly you did to make the triangle control the fireball and the cube control the smoke?
PATREON link for downloading my original nuclear explosion .Blend file, extra tutorials, distance learning and support www.patreon.com/posts/original-and-76147983
bro Im doing an animation for my school project about a book called "Fallout" and I wanted to add a bomb dropping to an explosion, this was the only video I found that actually was easy to follow, and worked AMAZING!
When I saw the thumbnail I was like: What the ...?!?! Because the vfx reminded me more of houdini than Blender. Of course the visual is not quite up there with houdini but it still looks INCREDIBLE! Great job.
Blender is AMAZING. It would seem that tinkering with extreme values and innovating can exploit cool potential that might never be seen under different circumstances. Namely: if the program were like Houdini and costing thousands of dollars you would approach the task with all kinds of very heavy complicated simulation elements and tricks. And maybe it would also look fantastic but this technique is truly awesome looking AND so light on resources it ends up resembling magic.
you got the point! Of course we cannot compare Houdini to Blender, but I just find so much intruiging that it was possible to get very good stuff even avoiding the entire smoke simulation system. Of course this technique cant be good for all situations, but its cool to know you also have this option in your pocket :)
The simulation stuff puts me off doing explosions, so this could be useful if I can master it. Looks best for nukes, but have you had any luck with smaller explosions too?
Great video! Faking simulations is always a great idea. Simulations are time consuming and hard to control, although producing better results. For example: the fire ball on top of the explosion looks spiky, when I would have expected it to be swirling. The thing is, unless you are a VFX artist for Hollywood blockbuster - no one cares.
the "spike" problem is fixed! I reported it in some comments below, after the tutorial I found out that its fixable by simply tweaking the "scale" in the noise texture of the shader. Btw thank you very much, and yeah simulations are cool, but are a nightmare for both freelancer and productions pipelines
After this video I learned that Blender can do everything. It's not the program that doesn't show some things well, it just depends on your experience. Nice video
Until a certain limit yes. Too many times we all complain about the software limitations (not necessarily Blender). But a bit of creativity and perseverance can really bring results and solution beyond any expectations
Very good bro, only that the figure is very solid for me and without that smoke effect, when I paint it it looks like plastic, do you know what is the reason or what did I do wrong?, forgive my translation, TY
thank you, honestly I didnt expect it to work so good… I mean I discovered this idea randomly playing like “mmh lets see what happens if I plug this into this lol haha woo it works!”
Instead of chaning the view transform to standard, you can change the look from none to high contrast. There is a video by blender guru called "The Secret Ingredient to Photorealism" by blender guru which explains why. Great video anyway, helped me a lot when trying to make an explosion!
I know it, I actually always export in Filmic for having flexible dynamic range in color correction phase post production. But in this video I actually intended to re-set it to filmic before exporting, simply forgot to do it haha
you probably made a weird shape or maybe you have some double vertices. Try to remake the shape exactly as I made it. The blender versione doesnt matter, the subsurt modifier works the same since ages.
@@RaffoVFX I began with the same shape you did and extruded from there, got all the dimensions right, 67 x 67 x 2 m and I don't know how I messed it up but I fixed it by tucking in the corners on the fireball.
Thanks for the great tutorial. My question is, if I set the size of the explosion to, say, 10m, the volume does not function properly. Which value needs to be adjusted in this case? With thanks from Japan!
luckily tik tok alghorytm is starting to considering me :D if something is missing, consider that this is just a tutorial in which the purpose is to show the potentuial of a concept. Now basing on this concpept, is just a matter of tweaking and investing a bit more time in trying and people can perfectly get 10 times better results then what you see in this video :)
2:09 dont do that ... ever ... just change the "look" to "medium high contrast" or "high contrast" or fiddle with the gamma because forcing it back to "standard" not only looks worse but it has less detail due to its lower Fstop range
@@RaffoVFX the only thing i can see for switching from "filmic" to "standard" is to deliberately limit Fstop range (to what end i cant understand) they make "Filmic" the default due to it being all around better for realistic scenes and it having a naturally higher dynamic range than "standard" and since this tutorial is aiming at "realism" it would make sense to leave it at "filmic" so the higher dynamic range can be used in editing (just render to EXR format) Davinci Resolve (or even Blender VSE) can make use of EXR and its ability to save the exposure of each image so they can be manually altered later for greater color and contrast control
I tried to pay for your patreon 7.5usd part but couldn't pay from my country using a visa card (Bangladesh). I really want to learn vfx. Your VFX is so good.
try youtube Join! I made it appositly for the countries that cant access my patreon :) let me know if it works, so that I will upload the stuff also there
Hello, I am currently learning blender and I don't know how to animate my explosion. When will you post the part 2 so that I will be able to finish the project :))) ?
bruhh, im new to blender and just made a donut lol, i cant even follow everything this guy did even if i try to copy his moves, and his fast!! great tutorial tho❤
No. I mean: displacement shaders on eevee have a different setup, and since its overcomplicated I decided to dont do it. But you can search for “ eevee displacement” shader and see by yourself how to adapt it to this tutorial
@@RaffoVFX maybe yours dont look good, i have seen cross mind studio did great job with it and others too, if its physically accurate then it looks visually appealing i would say
I already respond to the professors that will complain for the missing camera shake or other irrelevant details: this video is intended to be a proof of concept, I intentionally didnt care about the render very much, focusing more on showing how it works
“Professors.” I love that one! I pinned your comment on my cloth video. I’ll no doubt get a slew of professors showing up, and this will hedge that off haha!
@@KevBinge SHIELD against them! haha thanks man, I love your work!
Is there any way to add a circular condensation cloud around the nuke like the RDS-37 for ex.?
@@NeilTheGuy yes, just apply the same concept to a displaced sphere
For people seeing this comment.
I subbed for... 1 year more or less?
Already had decent VFX understanding but the knowledge this guy deliver is nowhere near stuff that you can actually find in RUclips.
Explanation are always clear and on point because he also explains why he do "that" and why enabling this option or turning this variable up can affect the whole process.
Tutorial on car deformation and crash sim for example was a complete mindfuck and the result is just production ready.
I highly suggest you sub to this guy.
This means a lot, thank you Viens!❣
20:35 update: to fix the spike problem adjust the noise texture scale value in the shader
The collision accuracy smoke sims bring doesn't matter with VFX this size anyway, so this is perfect for big or medium scale explosions. Sometimes the small channels really do have the best content! +1 sub sir
I thought the same thing about phisics with big scale explosions!
Thanks a lot man :)
This is one of the best tutorials I have ever seen for blender! I love that you explain WHY you select each setting and tell us what it does, instead of just saying, "Do this, now do this, now do this." This way, we can use what we learned to create explosions that match what our needs are instead of making the EXACT same one you did! Bravo and thank you for this video 👏👏👏
much appreciated:) Is hard to choose between "explaining all steps" versus "just roughly breakdown what I did".
The first method is for sure 100 % clear. The second method is less clear but generates more engagment on youtube apparently :C
Well hey, maybe you could do a little of both? Some short tutorials and some long ones?
@@blitzgamingstudios thinking exactly about that
Probably the best and easiest way to get an explosion out of Blender out FAST and looking good. Amazing tutorial!
much thanks, also very lightweight and not painful for the viewport:)
21:44
💣
This is amazing! I was expecting heavy use of geometry nodes, but your solution is genious!
ha! got ya! geometry nodes for sure will let to do something like this anyway.
Thank you!
I am completely speechless
You have done such an amazing work.
At first i thought you may be use some other applications but after watching this tutorial completely i don't have word
You have done a great work
thank you :) and yeah its weird but but its all 100 % Blender made...
sometimes creativity can bring unexpected results !
Bro, you have saved my design class final. I was worried i wouldn't turn it in in time due to render times, but this is much better!
Thats amazing! Thank you!:)
Fantastic tutorial. Love how you explain every single step without wasting time. Good job bro.
Im trying to skill synthesis ability :D
Because I realized my past tutorials were unnecessarily too long.
Thank you !ì:)
Absolutely immaculate majestic simulation and awesome tutorial
thank you very much, Im still mindblown by how good this system is working.... and is especially ridicolous that it gives me better results then the traaditional smoke simulation system in Blender
My fire and smoke textures aren't mixing for the fireball (15:20) what should I do?
you need to set the add on fire to multiply
12:02 the cube for me changes the whole smoke and fire while the triangle does nothing, can you please tell me what exactly you did to make the triangle control the fireball and the cube control the smoke?
PATREON link for downloading my original nuclear explosion .Blend file, extra tutorials, distance learning and support
www.patreon.com/posts/original-and-76147983
I found you on Instagram reels just now and watched this whole thing. Holy shit man. This is a genius setup. Thanks for this!
Thank you! Yeah Im finding all possible ideas for having huge VFX stuff bypassing mantaflow and similar, its an interesting experiment xD
functional and creative in the same time. Rare to see. Great Job!
I really appreciate that you took the time for this feedback, thank you:)
bro Im doing an animation for my school project about a book called "Fallout" and I wanted to add a bomb dropping to an explosion, this was the only video I found that actually was easy to follow, and worked AMAZING!
Im very happy to hear this.
Show some results sometime :)
Oh my!!! I`m simply over the moon, that I found this channel!!! Thanks for this technique!
welcome:)
You are amazing man. You Albert Einstein in blender. You Stephan Hawking Broo😃
haha I appreciate this so much 💫
Raffo grazie veramente, questa è una vera svolta in tutti i termini per chi vuole creare simulazioni del genere
Sono felice che ti piaccia l'idea, fammi sapere quando ottieni i primi risultati:)
When I saw the thumbnail I was like: What the ...?!?! Because the vfx reminded me more of houdini than Blender. Of course the visual is not quite up there with houdini but it still looks INCREDIBLE! Great job.
you made my day :)
Now - THIS IS INSANE !!!!!
thank you so much :) did you try already?
Blender is AMAZING. It would seem that tinkering with extreme values and innovating can exploit cool potential that might never be seen under different circumstances. Namely: if the program were like Houdini and costing thousands of dollars you would approach the task with all kinds of very heavy complicated simulation elements and tricks. And maybe it would also look fantastic but this technique is truly awesome looking AND so light on resources it ends up resembling magic.
you got the point!
Of course we cannot compare Houdini to Blender, but I just find so much intruiging that it was possible to get very good stuff even avoiding the entire smoke simulation system.
Of course this technique cant be good for all situations, but its cool to know you also have this option in your pocket :)
this first part is great!! I'll watch the second part with great interest! Thanks!
thank you! I honestly didnt expect this experiment to work so good, it started just for fun!
You're a legend, thank so much, this helped me so much bro
thank you! :)🤝
I'm shocked! The author you are just a genius! I'm serious! Thank you very much!👍👍👍👍👍
thank you;) soon I will apply this concept for more different things
@@RaffoVFX You are the Best! Really!👍👍👍
The simulation stuff puts me off doing explosions, so this could be useful if I can master it. Looks best for nukes, but have you had any luck with smaller explosions too?
never tried in small explosions, but I guess the principle can be applied :)
Let me know how it goes, Im curious
Los tutoriales de Raffo VFX, son oro puro!!!
thanks a lot :) trying my best!
The best tutorial I've ever seen in my life! Thanks, you are awesome.
Im very glad to hear that, thank you! 🙏
Great video! Faking simulations is always a great idea. Simulations are time consuming and hard to control, although producing better results. For example: the fire ball on top of the explosion looks spiky, when I would have expected it to be swirling.
The thing is, unless you are a VFX artist for Hollywood blockbuster - no one cares.
the "spike" problem is fixed! I reported it in some comments below, after the tutorial I found out that its fixable by simply tweaking the "scale" in the noise texture of the shader.
Btw thank you very much, and yeah simulations are cool, but are a nightmare for both freelancer and productions pipelines
Your pronunciation of unique made my day. Thanks very good tutorial !
OH! I just checked the right pronounce, realized its not "YOU NIKE" as I used to say.
lol thank you!
@@RaffoVFX hahaha made me laugh so much thank you man. Im not being a douche you really did made my day..
After this video I learned that Blender can do everything. It's not the program that doesn't show some things well, it just depends on your experience. Nice video
Until a certain limit yes.
Too many times we all complain about the software limitations (not necessarily Blender). But a bit of creativity and perseverance can really bring results and solution beyond any expectations
Thanks... We love you dude 🏆
my pleasure, this discovery is really blowing my mind
excellent, thanks! Grazie :)
piacere mio :)
Doing rn. Looks incredible
go for it!
Very good bro, only that the figure is very solid for me and without that smoke effect, when I paint it it looks like plastic, do you know what is the reason or what did I do wrong?, forgive my translation, TY
You are genius man . much appreciate your effots .
ehy thank you very much!
su BSFD ho riso decisamente troppo forte ahah, fantastico!
haha certi nomi sono troppo scentifici e troppo poco user friendly xD
@@RaffoVFX ogni volta che mi tocca pronunciarlo in inglese mi fermo un secondo e prendo fiato ahah
Excited for part 2 😋..
december 28!
@@RaffoVFX great ♥️
this is actually amazing wooow
thank you :) go for it!
Very inspiring dude!!! Proud of u from Cambodia
thank you:)
Amazing simple concept with great result - cool !
I have to try to apply this concept to various types of smoke/fire effects!
finally an italian that knows what is he doing. +1sub
thank you:) 🤙🏻
This looks so cool, and really educational. Thank You Raffo
thank you, honestly I didnt expect it to work so good… I mean I discovered this idea randomly playing like “mmh lets see what happens if I plug this into this lol haha woo it works!”
Awesome, looking foward for more tutorials!
much thanks :)
So fascinating 😮 Can I use this in my Unreal Engine 5 game project?
much thanks! unfortunatly no, because this techique is shader based. The shaders will work only in Blender
@@RaffoVFX You're welcome! Thank you too for the heads up. It should make a super epic ending cutscene still :D
Mind literally blown!!!!🤯👍
That was actually my reaction when I realized that this works :)
How were you able to control the fireball with an empty at 21:40?
that was an experiment using hooks
wow que excelente tutorial amigo, muchas gracias
my pleasure:)
Instead of chaning the view transform to standard, you can change the look from none to high contrast.
There is a video by blender guru called "The Secret Ingredient to Photorealism" by blender guru which explains why.
Great video anyway, helped me a lot when trying to make an explosion!
I know it, I actually always export in Filmic for having flexible dynamic range in color correction phase post production.
But in this video I actually intended to re-set it to filmic before exporting, simply forgot to do it haha
@@RaffoVFX Nice to know that you do it :)
Try ACES! Great realism.
this is such a creative and well thought workaround! wonderful !! subscribed and happy that i found your channel! wish you all the best!
you are welcome!
Hopefully youtube algorytm will start considering me a bit more 😅
what blender version is this? when i subdivide the mushrooms fireball bit isnt circular, its more square 5:14
you probably made a weird shape or maybe you have some double vertices. Try to remake the shape exactly as I made it. The blender versione doesnt matter, the subsurt modifier works the same since ages.
@@RaffoVFX I began with the same shape you did and extruded from there, got all the dimensions right, 67 x 67 x 2 m and I don't know how I messed it up but I fixed it by tucking in the corners on the fireball.
Thank you so much for this tutorial ❤ I learned much more and it was more useful than i'd thought it could be for a this short video !
awesome!🤝
WOW ! We can get full realism with this hack by adding some particle systems, shape keys and compositing rest in 2.5D/3D
Genius
thank you man! Keep up the good stuff you do !
Fantastic tutorial! Just top notch!
7:09 had me laughing :)
thank you ! :)
Thank you very much for the tutorial!
my pleasure! I bet that very soon there are gonna be more and more blendermade nukes on youtube, thanks to Oppenheimer :)
Wow! Didn’t know you can move like that! Great idea 💡👍🏻👍🏻
much thanks :)
I always promised to do something like this but I got busy with it thank you very much for this effort 💚👏💚
So awesome. You're very talented man!!
Ehy thank you!:)
this is very very very cool, im guessing i just animate the low poly faces to expand based on how i want the final explosion to look, i love it!
thank you:) share your final result when you get it
Wow this is amazing! Genius!
appreciated thanks!
Incredible
thank you
Absolutely amazing
much thanks 🙏
Thanks for the great tutorial.
My question is, if I set the size of the explosion to, say, 10m, the volume does not function properly. Which value needs to be adjusted in this case?
With thanks from Japan!
Ehy thank you!
What do you mean more exactly that it doesnt work?
This is so geniuosly amazing! Now part 2 and then Rbdlab addon hrhr 🤭
Thank you!
uuh! some pandemonium going to happen?
impressionante!!!! complimenti davvero! bellissimo
grazie mille :) in questi giorni sto applicando questo concetto ad ogni tipo di volumetrica (meteoriti, tornado, etc... ) beh il potenziale è enorme
This is genius
much thanks :)
Fantastic tutorial!
make good use of it :)
Real good.
thanks
crazy dude....thanx alot
you are welcome :) go for it!
Love hack like this! Subbed!
me too, it always hits me when little hacks give me better results then what you could expect from the dedicated tools
This is really insane! Thanks you !
my pleasure :)
Thats awesome
Grande raffo!!!
mi hai trollato stavolta haha
bellissimo, è una cosa incredibile!
grazie mille ! sono serviti anni di frustrazione con i sistemi di simulazione tradionali per arrivare ad avere quest'idea xD
@@RaffoVFX tutto ripagato, sei fenomenale! Complimenti e grazie tutto il lavoro
Bro, I am so thankful that tik tok recommended me your tutorial! That's awesome. But I feel like something is missing.
luckily tik tok alghorytm is starting to considering me :D
if something is missing, consider that this is just a tutorial in which the purpose is to show the potentuial of a concept.
Now basing on this concpept, is just a matter of tweaking and investing a bit more time in trying and people can perfectly get 10 times better results then what you see in this video :)
Man. Insane. so DOOOOOPE!! (Grandissimo davvero)
grazie mille! :)
this is very clever
thanks a lot, I still cant believe how this workflow is at the same time very simple and very powerful
2:09
dont do that ... ever ... just change the "look" to "medium high contrast" or "high contrast" or fiddle with the gamma because forcing it back to "standard" not only looks worse but it has less detail due to its lower Fstop range
It depends, there are reasons behind that choice.
@@RaffoVFX the only thing i can see for switching from "filmic" to "standard" is to deliberately limit Fstop range (to what end i cant understand)
they make "Filmic" the default due to it being all around better for realistic scenes and it having a naturally higher dynamic range than "standard"
and since this tutorial is aiming at "realism" it would make sense to leave it at "filmic" so the higher dynamic range can be used in editing (just render to EXR format)
Davinci Resolve (or even Blender VSE) can make use of EXR and its ability to save the exposure of each image so they can be manually altered later for greater color and contrast control
U r amazing man
thanks! smash those Audi already🤝
Thanks mate.
✌
This is amazing. Thanks so much for sharing this!
now go and blow up stuff :)
Can I make the explosion last longer? It would be perfect if it lasts about 45 secs :3
sure, just tweak it
@@RaffoVFX How can I do that? I can't make the animation longer
@@Vucrown just increase the end frame of the timeline ?!? Im not sure if is this what you mean
@@RaffoVFX ruclips.net/video/Mnv3TeDvyG4/видео.html Why is it fluffing up like this? Please help
amazing!
thanks :)
I tried to pay for your patreon 7.5usd part but couldn't pay from my country using a visa card (Bangladesh). I really want to learn vfx. Your VFX is so good.
try youtube Join! I made it appositly for the countries that cant access my patreon :)
let me know if it works, so that I will upload the stuff also there
Amazing tutorial man, ! Thx you so much ! You get one new subscriber ! ;)
yeee +1 !
Genius!
thank you!
Very sneaky!!
thank you!
AWESOME
thank you!!
Hello, I am currently learning blender and I don't know how to animate my explosion. When will you post the part 2 so that I will be able to finish the project :))) ?
tomorrow :)
bruhh, im new to blender and just made a donut lol, i cant even follow everything this guy did even if i try to copy his moves, and his fast!! great tutorial tho❤
thanks! Just slow the playback to 0.5 or pause the video if you need lol
Awesome 😎
thankou
18:13 IT DOESNT SHOW UP NOOOOO SOMEONE PLEASE TELL ME WHY IT DOESNT SHOW UP
Could it be Exported to UE5 and make a munition for a rocket launcher or an aircraft precision guided Munition ? Just an example
hey when i am in the rendered option the model does not appear properly even with the sun light
Wow 😮👍
thanks :)
I know I might be asking for too much, but is this technique still usable in Eevee? Thanks a lot for the tuts 🙏
No. I mean: displacement shaders on eevee have a different setup, and since its overcomplicated I decided to dont do it.
But you can search for “ eevee displacement” shader and see by yourself how to adapt it to this tutorial
good for still render, for animations i dunno if its physically accurate
since 100 % of mantaflow results are phisically inaccurate, at this point I vote for visually appealing results rather then phisically accurate
@@RaffoVFX maybe yours dont look good, i have seen cross mind studio did great job with it and others too, if its physically accurate then it looks visually appealing i would say