Explosion
A burst of burning gas swelling into a fireball and a rising cloud. 800 particles at once, flung out and dragged to a stop.

A burst of burning gas swelling into a fireball and a rising cloud.
SidebarVecFlowNew SimulationSmoke, Fire and WaterExplosion, or AddVecFlowExplosion.
What it makes
- Birth: Mode All at Once, Count 800
- Position: Object Explosion Emitter
- Speed: Speed 0, Spread 2.5
- Drag: Amount 3
- Smoke Source: Smoke 0.5, Heat 1.5, Fuel 1, Push 0.5
- Delete: Age 0.4, Variation 0.1
All 800 particles are born on the first frame, 40 cm above the cursor, and flung out in every direction (Spread 2.5, no speed of its own). Heavy drag stops them within a fraction of a second, so they leave a ball of fuel, heat and smoke behind; they're deleted at about 0.4 s. The fuel burns fast (Burn Rate 4) and burning swells the gas outward (Expansion 1.2): a fireball, which rises on its heat (Buoyancy 1.2) and leaves a cloud of smoke.
The bake adds Explosion Smoke, a volume object that plays the gas.
Try these first
- Expansion: how much the fireball swells. More for a big, billowing blast.
- Edit FlowBlastSpeedSpread: how far the burst flings its fuel before drag stops it: the size of the first ball.
- Buoyancy: how fast the fireball climbs.
Make it yours
- When it goes off. The blast happens on the first frame. To set it off later, set the frame Birth gives its particles on: Edit FlowBlastBirthStart.
- A ready look. The Fireball look. See Smoke and fire looks.
- Debris. Add a second event of particles that fly out and fall, or use Shatter on what blows up.
- The space. Big explosions need a bigger Cell Size: only cells near the gas are worked, so it costs what it fills.
Related
- Smoke and Fire, setting by setting
- The Fire starter