The key
thing with explosions is the timing of one effect
over another - in this case we have the initial
flash, the expanding fiery explosion and then
the effects of water cooling down and imploding.
All these things work together turning the fiery
initial explosion into the grey smoky effect that
tumbles upwards. A depth charge also releases
loads of air which bursts upwards through the
water trying to escape the pressure of the sea,
this again is a separate element. It's these three
bits we will cover in this hypervoxels tutorial,
but before we start I just want to mention the
elements you might want to add to this depth charge
explosion.
The bits not included in this tutorial:
- The depth charge itself needs to be added
slowly falling;
- The debris from the depth charge itself
that will expand out rapidly then slowly drift
down;
- Initial air bubble that expands out of
the explosion in the opening moments of the
explosion.
Lastly, I also want to mention that the settings
are arbitrary and based on what I think looks
good, which is why there might be odd values.
If you want to change them to something that looks
better for you, feel free. |