Blender Tutorial - Creating an Exploding Missiles Simulation
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Hello everyone and in this Blender tutorial we will be creating a simulation of missiles firing up and exploding on the ground! To do this we will be using a particle system, dynamic paint and 2 different fire simulations!
Missile Model - drive.google.com/file/d/1ZoMe...
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Blender Tutorial Mantaflow Fire Smoke Simulation Explosion Animation Beginner How To Missiles Particle System 3.3 New BlenderMadeEasy
0:00 Creating the Particles
4:02 Working with Dynamic Paint
6:22 Sponsor
7:43 Missile Explosion
10:05 Missile Smoke Trail
14:19 Materials
18:35 Finishing Details
20:15 Outro
Пікірлер: 253
I think it was your videos where I first learned about dynamic paint, used it for a couple of things since then. Thanks man, this is another awesome idea, so many applications for this set up
Damn, if only this came out a few weeks ago. I was doing a missile based simulation for a school project but couldn't get it to work properly, this would've been extremely helpful for that, but thanks for sharing for the future!
This is so cool and exactly what I needed. Thanks!
Amazing tutorial, thank you so much!
I can't tell you how much I love doing your tutorials. I learn so much from you... 😉
@J33D
Жыл бұрын
I second that, thank you
your pace and level of explanation is amazing thank you
Every tutorial that I follow from this channel is great, thank you
Great job, and model 😊
This just what I’ve been searching for, Thank you… Dynamic paint Rocks! 😎👍
@RA-ip5bf
Жыл бұрын
Yessss
Hope you'll be able to create more VFX tutorials like this. Thank you!
A lot of techniques to remember , but I really like your work!!! Thanks
Such a marvellous person!
Thank you so much, i did it. So amazing.
Totally awesome 👍
Thank you so much!
Thanks!
I tried to do this a while ago and I couldn't get it right. I had most of the stuff but not some of the minor things that broke the sims that I did. Thank you for posting this I now know how to fully do this effect.
Loved the tutorial! Just dropping a few things here that I struggled with and found workarounds for: 1) Use a plane as the particle emitter instead of a sphere: With the sphere emitter - my custom missiles were getting launched out at all sorts of strange angles - my guess is because the default behavior for particle orientation is relative to the normal of the surface that the particle is emitted from - so if you have a sphere with face normals going every which direction, your missile can come out at every which direction. If you use a plane as the emitter, you can additionally select the Orientation Axis in the particle system's rotation box to get the right upwards initial alignment (for me, setting it to Global X did the trick) 2) The scale of all of your objects + scene really, REALLY matters for simulation parameters. My setup size-wise is about 4-5x the size of what was shown here, and with those larger objects there were a few things I needed to tweak with the simulation: 2a) The smoke velocity on the Z axis needs to be 3-4x higher to get a satisfying mushroom cloud. 2b) The simulation speed should also be closer to 1.0 at higher object scales, so your smoke and explosion clouds aren't moving in slow-mo (though it does look sick/stylized in some contexts). 2c) When making the volumetric shader / material for the smoke, you can keep the smoke density much, much lower, which makes sense, since the volumes you're dealing with are much larger. 2d) At larger scales, you might be forced to use Cycles as the render engine (rip GPU), due to the fact that Eevee's volumetrics are based on shortcuts that break down if your camera is hundreds of meters away from ground zero where the smoke is. 3) If you're struggling with getting the weight painting part working, especially at higher / more realistic scene scales, know that the 'particle radius' needs to be SUBSTANTIALLY larger for the particle brush to create those 'splots' on the explosion emitter plane's weight painting layer. 4) You can create another thin box or plane underneath the explosion emitter and set it as a 'fluid effector' in the physics tab to get the smoke to billow out in a flat plane instead of clipping through the emitter, just a small touch that makes it look better. 5) At higher scales - 1-2 missles coming out is all you need for good 'wow' factor - higher-volume smoke sims really show off a huge, billowing smoke cloud that can get pretty visually crowded/messy with more missiles impacting the same location. You could also have some fun by adding multiple force fields scattered around, and really randomizing the initial particle velocity so you can carpet bomb an entire area with explosions.
Great! Thx!
Very nice tutorial
I have not started the video but I already liked it. Nice work
Finally I understand why I can't bake! Saving the project cures it omg! Thank you for great lesson! I love it!
@TheTubejunky
Жыл бұрын
IKR. It's like if you don't use blender for 10 hrs a day you wouldn't know all of this. I feel your pain!
This is pretty dam cool!
GOOD CONTENT MANN, I LOVE IT, EASY TO REPRODUCE AND WORKS WELL... (NEEDS A GOOD PC)
the red/green/blue color problem in EEVEE can be solved by doing command line render, most of the time it's more stable, especially with EEVEE. Thank you for the great video!
This is perfect for animating my strategical advantages in chess!
Thanks again to Skillshare sponsoring the video! Make sure to click this link to get a 1 month free trial! Only 1000 spots left! skl.sh/blendermadeeasy11221 Yes, I know I moved the sphere 6 grid units and not 5. I just wasn't paying attention😕
Another tip, when you bake make sure you are on zero and not in the middle, if you bake the weight cache not all the missles will make a mark on the plane. Hope this helps anyone.
@J33D
Жыл бұрын
Thank you, that made mine work 👍
@21stcenturyscots
Жыл бұрын
Is this how they did the war in Ukraine?
@ibrahimabbasi5591
Жыл бұрын
Thank you so much, I was wondering why it didn't show ANY spots, restarted twice, but then i read this comment. ur such a G
@theeddytor3490
8 ай бұрын
i have noticed this before... for my projects i made mistake of not having needle at frame 1 and then it got all weird and had to delete and bake all again....
👍🏾👍🏾Eternal Thanks, you're Awesome, my Bro!!
Amazing
amazing
Can't believe this tutorial. I made a observation on another creators channel about a week ago saying, since the introduction of geo nodes smoke, fire, fluid & particle tutorials seem to have disappeared. Creators seem to have the attitude of, if you can't do it with geo nodes it's not worth doing. Thanks heaps for keeping some of the "old methods" alive & showing they're still relevant along side Gnodes. You're a legend 👍🏼🦘
Thank you for teach me doing blender building
Not gonna lie that was the smoothest transition into a sponsor that I have ever seen 😂. Great work. Love the video. Got a new sub man.
@iamjmiley
10 ай бұрын
I said the same thing 😂
very good
Thank you for your hard work all works apart from my missile's tip pointing upwards instead of at the target so they look like they're flying sideways.
Ohh, very good !
I have no intention to make a such scene but damn it looks awesome
super like . swipe right . send more !!
thanks
Hi. Always been interesting, is this animation of deleting the cube really appears in your blender view or is it just a cool animation for attraction to video?
nice
What addon do u use to disintergrate the default cube... It's lovely to destroy it with animations
@richard_robert
Жыл бұрын
It's probably clever editing.
@thebuildaboatmaster1449
Жыл бұрын
Ok ye
@redi4ka951
Жыл бұрын
@@richard_robert but damn i want an addon like this haha
@rossanderson5815
Жыл бұрын
Looks like geometry nodes.
@ghettomining7580
9 ай бұрын
Rigid body multiple cubes with a delay to their release or a simple grid based particle system
This is really useful thank you for making the tutorial
@BlenderMadeEasy
Жыл бұрын
Glad it was helpful!
спасибо!
Can you make a tutorial of a flamethrower well explained and without skipping any step!? Please
Great
if anyone if having trouble about their rockets being not on the right x or y axis he is using the X AXIS just to let you guys know in the beginning
solid
Great video . Can please suggest pc configration on which we can do these things. As I am confused .
but great tutorial 👍
Awesome tutorial! Can this be done with Boids?
You have to STUDY Blender like a BRAIN SURGEON TO KNOW ALL OF THESE SETTINGS! The amount of "THIS DOES THAT" & "THIS MAKES THAT BUT ONLY IF THAT IS SAVED FIRST THEN DO THIS AFTERWARDS"' It's overwhelming for someone who doesn't spend time with blender like a DAILY FULL TIME JOB! Great amount of memory! Good job making it look easy!
why cant I see those spots in weight paint mode? i did everything exactly like in the tutourial.
How dare you delete the default cube so beautifully😁
Amazing stuff here. Unfortunately to newbies like me about 10 times too fast. 😜
how you would creat second shockwaves for the following missiles that influence the evolving black smoke... p.s. great tut...thx...
If you want shooting it from a cannon set velocity normal to 100 or more and gravity to 0 and then don’t change any XYZ and rotation to normal tangent and ur rocket will shooting in the direction u point, like more like unguided rocket
Looks cool but you might want to look at references of actual launches.
Love the video, great stuff. Problem is, once I add the impact explosions it slows my viewpoint playback to about 2 fps. I tried a number of simplify steps, and my computer has 32 gb and a NVDIA GPU. What do I need to do to run a smooth playback? Thank you!
Bright patches are not from simulations, I had them with emission objects, and that's the case in most scenarios.
Bro my flames are going downward
By about 3:15 my rockets are coming out sideways> Ive redone it twice now and get the same result. How can I turn them to shoot straight?
The stepping in the missile trail is probably due to inflow substepping being 0
My missiles right at the beginning arent curving the right way, theyre just kinda... getting tossed to the square. any advice?
I’m wondering how I could maybe make this for my avatar in VRChat. Not exactly but I want a particle system that shoots particles out of my avatars hands.
Any chance you could share this as a VDB? Thank you!
Is there a way to hide the UV Sphere on render?
even the default cube had an outro
Great tutorial. Only problem i have is that the plane refuses to kill the particles, so they continue a little after the impact
Also don’t use eve for fire. It shows through solid objects. Render with cycles and bite the bullet on the longer times. However cycles is just as quick now for most renders just after I posted this u mention it lol. But cycles don’t use emission use black body in same way
🙌🏻🇨🇴🧔🏻👍🏼🤝🏼 Saludos desde Colombia.
When the baking is finish I can't see nothing
Thank you for this valuable info, while following along, even though I enable the Rotation option, the Objects (Missiles) doesn't rotate towards the force field as yours do, can anyone let me know what to do? appreciated already.
@jamsterw3471
Жыл бұрын
I had the same problem & changed the rotation from hair to Z axis… now they are true. 😎
@farhadkhosravi4630
Жыл бұрын
@@jamsterw3471 Dayumn man, thanks a lot, got fixed 👌
@haydenblackstone8177
Жыл бұрын
@@jamsterw3471 what is this under halp plz
I have impact points showing up in the weight paint but I cant seem to get the fire/explosion to show up.
Hi, i wanted to say thanks for this amazing tutorial, i wonder, how long did it take for you to render the cycles and how much was your sample? i have a: i5-11400F 4.2 GHz Radeon 6700XT 12 GB 32 GB 3600MHz DDR4 This should be good for render, no?
@Dhruv6974
7 ай бұрын
that's a great setup for rendering... i have a i3 8100 @3.6Ghz 4 gb ram Nvidia GeForce GT 710 😎 😎 btw did you do this one?
👌👌👌
Hi, thanks for your video ! Someone know why my rendering ends at the middle of the simulation please ?
@ThadeousM
Жыл бұрын
Check that your cache end time matches your playback/rendering range
First you made the missile domain fire + smoke but then later it was gas. Which is it?
"Subdivide 100 times" Ok *Shitty laptop fucking explodes*
how did you delete the default cube like that
Neat tutorial! May I hear little advices from you for one of my little problems what one of my practices/tests has? What I am trying to do: Making shells/cases flying out / ejected from gun, not with particles but with a solid object set to have animated collisions for flying out. What is the problem: After having set the flying path for the ejected case I tack off "animated" from collisions but in that exact frame it jumps immediately back into position from where it was animated to start.
@dinomight9148
Жыл бұрын
I don't know if you still need help but you can make a Empty around your shell then Parent your shell to the empty you can then move your shell around with it jumping back
@dinomight9148
Жыл бұрын
kzread.info/dash/bejne/rIiKzdt9psfYoqw.html
@dinomight9148
Жыл бұрын
I learned it from this video hope this helps
hi, thanks so much for such a clear and informative tutorial. I have been trying to follow it but my PC is really slowing down once I've added the explosions. My spec is as follows: Windows 10 64bit, i7-3930K @ 3.20GHz, 32GB RAM, GTX 760 gpu. Could anyone offer some advice as to how I could improve the performance and handling of a task like this? Thanks
@RSpracticalshooting
6 ай бұрын
i think we're just kinda fucked lol. i've got a ryzen 5 1600x and 1070ti with 32gb DDR4 and i'm also struggling a lot with this render.
sometimes i wonder what if blender developers made a game engine. It will be so powerful. Thank you for the tutorial
@tobi6758
Жыл бұрын
Originally, Blender had a game engine until Blender 2.79. However it was dropped due to many reasons, one being that making an engine + 3d tool at the same time with a small team and limit budget is very challenging.
@personguy1004
Жыл бұрын
@@tobi6758 why did they delete it though?
What is your system configuration?
Can I use other missile model?
IN TIME 9:55 no smoke >> I cannot find smoke .. I follow you but no smoke. what I must do >> please
how do you have big flames
hello! Why my mistles emmitet in a random way they thrown in different rotation positions and u got righ same direction for every rocket, how to fix?(
problem - first missile hits and smoke comes out of PC, never can get beyond first missile hit
how do you get the delete animation
I got to 14:23, the materials tab and I can't see the smoke nor the explosions at all in the Viewport shading view. I'm following the node connections but tis not giving me anything
ily
17:02 hello at this time mark my smoke simulation doesn't update, it seems that connecting the flame data make the simulation disappear
how you disintegrate the default cube
7:25 - Oh, yeah… That sh*t is coming again! xDD
Hello anyone! in 11:27 what if forgot to apply the sclae what can happen? is it important?
I Have a weird problem at around 70-80 frames the particle smoke and fire breaks up and dissipates by frame 100 just some things that look like sparks till the end is there something i did wrong or that Im missing version 4.0 any help would be awesome thanks.
I rendered it in cycles, left it on over night and when I was at school. I come back 3 minutes ago and its still not done rendering, not even half way
when i go to the final rendered mode the explosions are invisible and i even re-did the whole tutorial and it still didnt work