Houdini PRocedural Explosion RND
I tried making a 3D stylized explosion avoiding using DOPs, SIMs or Solvers of any kind

I made it using spheres, then adding a mountain node to make the spiky ahh look, then I clip the bottom part, scattered points with a bit of animated point jitter, and then added attribute noise / randomize nodes along with some wrangle, and then using a copy-to-points node with sphere. after that is two more wrangle nodes and another keyframed transform node to make the explosion look like it came from nothing then finally another mountain node to make the spheres look less uniform and more rough looking lol

For the trail, i used pyro trail path node (uncertain whether it still counts as using DOPs though, but if you have an alternative method / solution please let me know!) and animated the carve node on the second U, and then same thing as the main explosion expect its only mountain node under the copy-to-points.

For the shader look, its simply just VEX material builder and then rendered on Mantra :3

The link for the HIPNC, feel free to play around or make your own changes / improvements or use them in your own works: 
https://drive.google.com/file/d/1XRG9E6nD3c1oJX7xH6_Mt-3XnEQDNWvc/view?usp=sharing
CREATING TREES, CEL-SHADING AND VFX ON UNREAL ENGINE 5
WITH MATERIAL BUILDER AND NIAGARA
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