I’ve been trying to get a nice procedural and controllable way of creating an explosion so I’ve created a burst emitter with a GN network. In the future, a burst emitter will probably be done with particle nodes since you can also get simulated trails that way.
For this project I also want to limit myself with these three rules:
- No manually animated values (I want things to be as quick and procedural as possible)
- Domain settings must be as default as possible (Heat and speed should be controlled in the emitter settings)
- Real-world scale should be used.
Here is a quick showcase of the features of my current network for the burst emitter:
In the replies, I will be sharing Mantaflow simulations that were created with these nodes. In those examples, I will be doing only basic density shading since shape and movement is my main priority at the moment.