This is last part of the Desert Explosion tutorial series. We’ll work to finalize the smoke and the fire look, then we’ll render the passes and comp it using Autodesk Combustion. The final result will be a good starting point to create a more complex scene. In the future, we’ll work on more stuffs related to explosion, to add more details as debris, explosion effect over the ground etc etc
User Submitted Images
No images submitted yet
Discussion
10 Responses to “Desert Explosion with FumeFX Part 3”Leave a Comment
You must be logged in to post a comment.











Now that’s what I’m talking about. BOOM
I became a member of this society just for this series. I am watching them through before I begin the process. My question is this, how would I make the Dust CLoud particles interact with a stationary object. I am wanting the cloud to basically move down a street I have shot. And in the end have a car drive out of it.
Hi Gregory, thanks for posting here. If you like to have an obstacles interacting with fluids in FumeFX, you have to add it in the object list. I just prepared a tip tutorial to talk about this topic, and it will be posted at the end of November. If you need more help, please contact me.
Thank you so much. I sent you my test scene.
Thanks again I just watched your tip video on Vimeo. Still trying to work it out, but I think I was on the right track.
Thanks to you for the support
If you have still problems please contact me again
Hi.I can not download these videos.after restarting computer they are restarted.How can i solve this problem?
Thank you.
Hello! – Source files are available to all Citizen Subscribers to the site. More information can be found at http://cgcookie.com/membership
Hope this helps!
Nice tut. One thing though your explosion cloud left no shadows on the ground, which would have made it more realistic looking.
Hi, thanks. Sure, you are right, but it was just an introduction tutorial. Soon you’ll see more in depth pyro series to see how to create hi-end results