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Grenade Launcher Explosion in Unreal

Grenade launcher explosion I created for the project I'm working on.
I am only responsible for the VFX.
Environment assets and set dressing were done by Jonah Rausch:
https://jonah-rausch.artstation.com/

What the final explosion created looks like in the environment.

I first started by creating the simulation of the flame explosion.

I first started by creating the simulation of the flame explosion.

I did the same for the smoke explosion. I gave both of them an upward movement.

I did the same for the smoke explosion. I gave both of them an upward movement.

Then, I rendered both of the simulations into a flipbook. I gave the smoke explosion more frames because it had to stay on the screen for longer.

Then, I rendered both of the simulations into a flipbook. I gave the smoke explosion more frames because it had to stay on the screen for longer.

I connected the textures in the material blueprint with the Particle Color node so I can adjust the color and opacity within Niagara.

I connected the textures in the material blueprint with the Particle Color node so I can adjust the color and opacity within Niagara.

I brought pebbles from an earlier project to use as debris that flew out during the explosion.

I brought pebbles from an earlier project to use as debris that flew out during the explosion.

This is how I put everything together in Niagara. I also added sparks that fly out when the explosion happen.

This is how I put everything together in Niagara. I also added sparks that fly out when the explosion happen.

With Substance Designer, I also created a texture that I will use as a Decal on the floor.

With Substance Designer, I also created a texture that I will use as a Decal on the floor.

When the grenade hits, I take the location of the hit result and spawn the Niagara system and Decal. using Dynamic Material Instance, I also fade the Decal out after a few seconds.

When the grenade hits, I take the location of the hit result and spawn the Niagara system and Decal. using Dynamic Material Instance, I also fade the Decal out after a few seconds.

At this point, I realized that even with the depth fade, the line that the smoke creates on the floor makes the explosion look flat and awkward. So I decided to use a smoke flipbook I created before to cover it up with ground smoke.

I made it so that the smoke does a directional burst and spreads along the floor

I made it so that the smoke does a directional burst and spreads along the floor

This is what it looked like after. Much better!