Creating a Dynamic Dirt Explosion Using FumeFX and 3ds Max





Final product image
What You'll Be Creating

First, create a Particle Flow system. Go to Create > Particle Systems > PF Source and draw out a PF Source icon in the Perspective viewport, and position it on the ground grid.



PF Source
PF Source 

Now press 6 (or click on Particle View) to open the Particle View window.



Particle View
Particle View

Delete the Rotation and Shape operators from the event.



Rotation and Shape
Rotation and Shape

With the Birth Operator selected, enter a value of 0 for Emit Start, and 8 for Emit Stop and set the Amount to 900. This means the particles will start from frame 0 and stop at frame 8 and the total amount of the particles/ frame will be 900.



Birth Operator
Birth Operator

With the Speed operator selected, enter a value of 415 for Speed, and 400 for Variation and set the Divergence to 90. Turn on the Reverse option.



Speed
Speed

Insert the Delete operator in the event. Turn on By Particle Age option under Remove section. Set the values of Life Span as 30 and Variation as 15.



Delete
Delete 

Go to Create > FumeFX. Click on FumeFX tab and draw a rectangular shape around the PF source icon. This is called the simulation area of FumeFX.



FumeFX
FumeFX

Go to Helpers > FumeFX. Click on Particle Src tab and draw a small icon of it inside the FumeFX simulation area.



Particle Src
Particle Src

With the Particle Scr icon selected, click on Pick Object button and then select the PF source icon in the viewport to add the PF source in the particle source list.



Pick Object
Pick Object

Increase the Radius value of the FumeFX particles. In my case, I have set it to 10.



Radius
Radius

You can animate the radius value also, if needed.



Animate the radius value
Animate the radius value

With the FumeFX simulation area selected, click on FumeFX Output Preview and Open FumeFX UI icons.



UI
UI

It opens FumeFX Output Preview and Open FumeFX UI windows.



UI windows
UI windows

Click on obj/src tab. First click on Pick Object icon and select the FumeFX particle source in the viewport.



objsrc
obj/src

Click on Start Simulation button. You will see the preview of the explosion simulation in the output preview window.



Start Simulation
Start Simulation

The simulation quality is a bit low. Go to gen tab and lower the Spacing value to 3.
Lowering the spacing value makes the simulation quality better. You can lower the spacing value as per your requirement. But it also consumes more RAM and makes the simulation slower. In my case, I have set it to 3.



Spacing
Spacing

Go to sim tab and set the Maximum Iterations value to 60.



sim
sim

Go to rend tab. Right click on the fire color and choose key mode.



rend
rend

Set the Fire Gradient color as shown in the following image. Start with orange color and fade it with black color.



Fire Gradient
Fire Gradient

Now simulate again and see the rendered frame. It looks better than before.



Rendered frame
Rendered frame

Set the Opacity value to 0.7.



Opacity
Opacity

Go to sim tab and set the Burn Rate value to 10.



sim

You can animate the Burn Rate value also, if needed.



Burn Rate
Burn Rate

Set the values of Heat Production as 15 and Heat Expansion as 3.



Heat Production  Heat Expansion
Heat Production & Heat Expansion

Enable Fire Creates Smoke option. Set the Smoke Density to 15 and Temperature Threshold to 45.



Fire Creates Smoke
Fire Creates Smoke

Set the X Turbulence value to 1. Inside the Turbulence Noise option, set the values of Scale to 10 and Detail to 5.



X Turbulence
X Turbulence

Set the Temperature Buoyancy value to 0.2.



Temperature Buoyancy
Temperature Buoyancy

I have added several lights in the scene. Remember, the lights play a pivotal role in the overall look of the scene. So placement of the lights must be done carefully.



Lights
Lights

Turn on Atmospheric Shadows option for the each light.



Atmospheric Shadows
Atmospheric Shadows 

Go to illum tab and pick all omni lights. Turn on Multiple Scattering option. Set the values of the Multiple Scattering parameters as shown in the following image.



illum
illum 

Run simulation once again and do a test render. You will see something like this.



Rendered frame
Rendered frame

See the test render of the explosion at some different frame.



Another rendered frame
Another rendered frame

NB:- Don’t forget to turn on Atmospheric Shadows for the lights as stated in the Step 18. If you don't do it, you wont get the realistic result.
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