Geometry Nodes drive all destruction and explosion FX—no simulations, just procedural node setups for shattering panels, debris scattering.
Vapor trails are also procedural: I used a simple mesh emitter with geometry nodes
Woha. Now that was impressive.
The only thing which seperated this from a Cinematic by say Blizzard or Blur Studios is it would probably have had some voice over radio chatter in that case (or so I imagine).
A technical question: What did you use for the volumetric clouds/nebulae? Embergen? Houdini?
I have to say: these shots are very well done. They somehow remind me of a scene in The Wandering Earth II, the one where the space elevator’s system gets hacked, leading to the destruction of the space station.