Explosia FX

This is a new addition to X-Particles. INSYDIUM has acquired the highly-respected 'Explosia FX' simulation tool from Blackcore tech. which was formerly available for Autodesk SoftImage.

There are quite a lot of settings in Explosia FX so to avoid a very long page and difficult-to-find details, we have split the reference manual for the Explosia solver object into several pages. These are:

Explosia FX includes standard falloff support when used with particle sources. These are the same falloffs as in other X-Particles and Cinema 4D objects.

How to use Explosia FX

Despite its complex appearance, using Explosia FX is very simple. You need:

  1. an Explosia FX solver object
  2. a source object (i.e. something to burn), which must be located inside the solver boundary
  3. and an Explosia FX Source tag on the source object

That's it. A typical setup might look like this in the object manager, where the Sphere is the source object:

Which with just the default settings would produce this kind of animation in the editor:


Rendering the result

You can render the simulation with the X-Particles Gaseous material, but for best and fastest results we recommend using Cycles 4D.

You can also render Explosia simulations in other render engines if you export the simulation as OpenVDB volumes and the render engine you choose can import such volumes. Octane and Redshift can both do so.

For how to create an OpenVDB volume from Explosia please see the OpenVDB mesher page. Exporting the volumes is done using the Cache object and there is a separate page on how to do this in this manual.