Creating an Explosion

Creating an explosion simulation is similar to regular particles except that you can only emit particles from the specific default objects.

After you’ve created the emitter and simulation, an explosion particle cloud is created.

Then you must select and set up any or all of the three phase structures: Flame, Smoke, and Sparks—see Setting Up the Structures. After you set up each phase, you must then set up its corresponding emission properties (see Setting Up the Phase Emissions) and particle type (see Setting Up the Phase’s Particle Type).

To create an explosion

1. Set the start and end frame for your animation on the timeline.

2. From the Simulate toolbar, choose Create > Explosion > From Sphere or Cylinder to create the emitter and the simulation, represented by the particle cloud, as shown below.

 

 

You cannot have multiple emitters on an explosion cloud.

3. In the ExplosionOp property editor, set the parameters for the simulation.

 

Choosing How the Explosion is Played

1. Select the Execution State > Mode to determine how the explosion is played back:

- Not interactive doesn’t calculate the particle animation until you move to a different frame, either by clicking the Play button below the timeline or moving the playback cursor.

- Interactive updates the particle animation each time you modify a particle parameter. The simulation is recalculated from the start frame to the current frame as soon as you modify a particle in a property editor or you move an obstacle or a force.

Interactive is especially useful for tuning rendering properties like the color and size of particles: these properties do not involve dynamics so they are recomputed very quickly.

- Disconnected doesn’t calculate the particle animation at all. This is useful for setting keyframes for the animatable particle properties or obstacle animations by and moving back and forth on the timeline without having to wait for the particle simulation to update.

Disconnected basically mutes the particle operator and detaches the particle system. The particle system can be reattached by selecting any of the other options.

2. Set the Start frame at which you want the explosion simulation to begin and number of frames for the Duration.

3. Click Copy from Scene to match the Start Frame and Duration settings to those set in the scene’s timeline or set the frames here and click Copy to Scene to set the scene’s timeline’s range.

Scaling the Explosion Simulation

To change the speed of the explosion simulation

• Set the value for the Time Scale. If, for example, you divide this value in half, the whole simulation evolves at twice the speed.

To change the size of the explosion simulation

• Set the value for the Space Scale. Modifying this parameter makes the overall size of the explosion larger or smaller without changing its shape.

Deleting the Explosion

To delete the explosion

• Select the Explosion cloud icon and press Delete. The cached animation is deleted too.

If you want to delete the emitter object and emitter light, you must do this separately (it may be easiest to use the explorer for this).



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