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I want to make toon style Explosion similar to that which is given below:

Toon Explosion A simple setup for material would be helpful. References:

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    $\begingroup$ Could you show us what you have so far and where you are stuck? $\endgroup$ Jul 4, 2018 at 13:30
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    $\begingroup$ Are you requesting a tutorial or do you have some specific problem to solve? $\endgroup$ Jul 4, 2018 at 13:40
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    $\begingroup$ Hi. This site works best for specific problems. Best to give it a go and come back here when you come up against problem (even if that's the first step). $\endgroup$ Jul 4, 2018 at 13:58
  • $\begingroup$ @RayMairlot I just want material setup for that. $\endgroup$ Jul 4, 2018 at 14:28
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    $\begingroup$ The blender-(internal)render information should be added as a tag, @Shehroz. $\endgroup$
    – Leander
    Jul 4, 2018 at 14:55

2 Answers 2

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Somethink like this ? (Using similar, not same teqniques?)

https://www.youtube.com/watch?v=3XZjhESZPxA enter image description here

At the firs place, its not my tutorial, originally its from Pierrick Picaut and his P2Design. Also you can download whole tutorial from official https://gumroad.com/l/Stylised-explosion-blender for free.

And how he made it ?

The explosion is created by animated mesh with various noise displacement and animated parameters. You can use particle system with noisy-spheres like the mesh also.

For material Pierrick used MatCaps, with right outline setting for smoke, but you can use whatever you like if you get right fresnel-like faced soft outline. enter image description here

For the exact explosion he used Color ramp and emmission node like this: enter image description here This system of material can be used for every toon-like visual, you can use every color you want, or mix with other properties like noises or lights.

So after all if you want change the smoke from shiny yellow-red color to calssic grey smoke Pierrick used Mix node and he animated fac property with greater then mathematical node.

enter image description here

From there is the same steps for every part of explosion. But you can use transparency node instead color ramp at the second input in mix node, so you will get only kinf of outlines for the details.

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    $\begingroup$ Nice edit. This is how a "link only answer" should be made. Well done with the attribution too. $\endgroup$
    – David
    Jul 4, 2018 at 17:09
  • $\begingroup$ where is the icon "thank you and like it" ? :D $\endgroup$
    – MRL
    Jul 4, 2018 at 21:15
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The problem is that its man made drawing, that seams to be coloured based upon "camera facing angle of surface area" of the smoke pattern. In cycles there is no such area as smoke isn't a surface-mesh object but rather based upon voxel density.

There are some complex ways to turn particles into mesh data (as particles can be source for smoke), but it would be quite extreme to do so.

Maybe the fastest way to do it is mimic it, with Greace Pencil tools (draw it and modify it). Even that though is not really easy, and it requires some skill. Note that greace pencil is used a lot by traditional 2d animators, so if your one I highly recommend you to dive into that area of Blender.

Maybe not the answer you hoped for, but just telling before you spend days on it.

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  • $\begingroup$ But I should Mention The Game Fortnite they have very similar explosion to this one. It is not of that game though. Try searching Fortnite Explosion you'll see many similar explosions... $\endgroup$ Jul 4, 2018 at 14:33
  • $\begingroup$ Games often use sprites for that, or they have shaders that are not available in Blender. $\endgroup$
    – Peter
    Jul 4, 2018 at 14:39
  • $\begingroup$ 2D games use Sprites but in 3D the case is different. Fortnite is 3D game... $\endgroup$ Jul 4, 2018 at 14:47
  • $\begingroup$ Even in 3D games 2D sprites are used a lot, ea series of random transparant sprite to emulate smoke of a building in fire. For openGL Shader languages they're simple transparant texture objects facing the camera always. Games usually tend to use the fastest solutions to render, so if it can be tricked fast then thats how its done, i kinda doubt they would use voxel to mesh conversions cause those cost time. $\endgroup$
    – Peter
    Jul 4, 2018 at 14:51
  • $\begingroup$ These planes are called Billboard. If they look well in 3D so How can I use in my Animated Scene such that I could create a illusion of 3D... $\endgroup$ Jul 4, 2018 at 14:57

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