Although VDBLab allows us freedom when working with the modules, it is important to follow a logical order in the creation of explosions. The main modules are ordered from top to bottom with what is usually the logical order to follow, in general in the simulations. If we are starting and we do not know what order to follow, it can serve as a guide.
At the beginning we can choose between creating an explosion by selecting one of the presets or creating a group of emitters to create an explosion from scratch, which is what we will see in this section. If you want to know the presets click on the following link Presets
We start by adding a group of senders by clicking on the Add button in the Groups section, assign a name and click OK. The groups allow us to classify the emitters to later assign them a different domain and thus prevent them from interfering with each other in the simulation.
Then add the emitter by clicking on the Add button in the Emitters section, assign a name and click OK. Then it is usual to specify the type of emitter you want in the Emitters module, in its Shape section.
There are several types of emitters that can be combined to create complex explosions in a simple way. For more information on emitters, please refer to the following link Emitters
Once the emitter geometry has been created and configured, we must assign the fluid properties such as smoke or fire in the Flow Emitters module. The system will configure the parameters for the emission taking into account the animation properties set in the Emitters module.
It is time to check the simulation to adjust parameters. To do this we must create a domain and adjust its properties. In the Domain module click on the Add Domain button and select the group of emitters that will belong to it. If you want all the groups to belong to the same domain, select the Emitters collection.
By default the domain resolution is very low to be able to check in the 3D view the shape of the explosion, although it is advisable to increase this value depending on the size of the explosion and taking into account that the higher the resolution the slower the reproduction of the simulation will be. If we want to have a real time visualization of the 3D view the best is to make a flipbook of the 3D view, for more information click on the following link: Rendering.
When we are working with high resolutions or our viewport frames are very low, we recommend to change the bake type of the Replay domain to All.
The next step would be to enrich the simulation with a force field. In the Forces module we can choose between several types, the most used are wind, turbulence and texture. To learn more about how to configure the force fields click on the following link: Forces.
It is very useful to make a bake of the simulation in order to have it as a reference for the animation of the force fields.
Basic explosion
Basic explosion + turbulence
We can add debris to the explosion to make it more interesting in the Debris module. To do this, it is advisable to add a new Emitter, which will be used to add the Debris. Once the emitter is configured, simply go to the Debris module and click on the "Add Debris" button. It is important that this emitter is in the same group as the explosion, so that it can be exported correctly if you want to make a preset of your explosion.
A good option is to duplicate the Emitter, delete the Flow Emitter and use it as a Debris.
Add a plane or object with collision to simulate the ground and interact with the debris.
For more information about the Debris module visit this link: Debris.
If you have objects that interact with the simulation, for example a building or vehicles, we will use the Effectors module to add them. Select the object and click on the Add Selected button. Remember that you must bake again for this object to be taken into account in the simulation.
Finally we will add a material in Shading module. We must specify the domain to which we want to add the material.
For more information on how to configure the shader click on the following link: Shading.
In the Rendering module we have all the necessary options to launch previews of the view or camera to check the simulation and rendering to control the quality and add global illumination. For more information about the Rendering module click on the following link: Rendering.
Pretty Viewport Flipbook
Low Quality Render