In this workshop, Urban Bradesko will explore the journey of creating explosions in Houdini. During the first few weeks, we will focus on art direction and building our emitters. Emitters constitute 80% of the appearance in explosions, and regardless of the solver used, they are essential for creating the look, shapes, and speed of the explosion. Without a solid emitter, you are merely testing your luck on how the explosion will be simulated, since the shapes change every time you alter the resolution.


We will also take a look at building the shaders.

The subsequent weeks will be dedicated to practical, shot-based projects like those seen in the teaser. 

We recreated famous explosion shots and reverse-engineered how they were done.

We will be tackling rendering and compositing as well.

COMMENTS

  • CYTE 5 months, 1 week ago  | 

    It looks very cool! But explosions on the moon would look different. There is no air. So, no drag, no mushrooming. I know, I know, just saying. But it looks excellent.

  • lucaswhite 2 months, 1 week ago  | 

    How deep does the course go into shading and rendering workflows for production-quality results? For example, are there dedicated sessions on building pyro shaders for different lighting scenarios or tips for optimizing renders in Karma or other engines? https://block-blast.io

  • Brown12 1 week, 2 days ago  | 

    Explosions in Houdini sound like both art and science, where the smallest tweak can reshape the entire outcome. I remember struggling with a 3D simulation project where the base setup wasn’t strong, so every adjustment felt random, like rolling dice. It reminded me of Slope Game, where without careful setup and control, you just end up crashing repeatedly instead of mastering the flow.
    https://slopegamerun.com

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