incendii VFX

This was for a TV show where things can change on a dime until it airs. Same happened here. A stock explosion was used in the end for an other wise fine element due to no time to resim. Some of the sims didn't turn out bad though and I haven't uploaded anything in a bit. So here is one for you :)
Base setup is TP. Fragmenter by 2 lights back to back since it had to be a double explosion! 2 bursts following each other with debris hitting the ground by the end of the shot. Small and extra debris off of the edges, extra huge debris, edge detail (attaching std shapes to the edges to make them look more complex). All bigger debris are collision objects to FumeFX.
sparks and FumeFX drivers are pflow. Just because it is so quick to set up. No brainer. Multiple particle sources for different colors. Lighter smoke, darker smoke, explosions 1&2, velocities constantly pushing through to break up billowing.

The FumeFX sim could definitely use more sub steps and grid detail BUT bare in mind this was for tv (tight schedule) and to be seen from a mile away.

Thanks for watching!

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incendii VFX

Anselm von Seherr-Thoss Plus

Incendii VFX, visual effects & Poly-Dimensional design services
New Orleans/Los Angeles
twitter: @ars_incendii

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