Nuke

Thor.eli.02@gmail.com

Nuclear Explosion Simulation


This project is a cinematic nuclear explosion simulation created as the final piece of my portfolio. The goal was to produce a large scale, visually dramatic explosion while exploring modern volumetric simulation workflows and real time integration techniques.

Instead of relying solely on Houdini, I experimented with EmberGen, which allowed for significantly faster iteration during the look development phase. The final effect focuses on large scale combustion, a rising mushroom cloud, and environmental smoke and debris generated by the explosion.

The result was implemented inside Unreal Engine 5using compressed volumetric data to maintain cinematic quality while keeping the effect usable in real time.

Planing


Originally, my plan was to simulate the explosion entirely in Houdini, which is a standard workflow for high end FX simulation. However, during production I began experimenting with EmberGen.

Over the past few months I have grown very comfortable working with EmberGen because it allows much faster iteration compared to traditional simulation workflows. This made it easier to quickly test different explosion shapes, densities, and timings while refining the overall look.

Using EmberGen allowed me to focus more on art direction and timing rather than long simulation bake times.

Art Direction


To control the final look of the explosion, several parameters were keyframed over time.

This allowed me to art direct elements such as:

  • expansion speed
  • smoke density
  • turbulence intensity
  • dissipation timing

Keyframing these values helped shape the explosion into a more cinematic sequence rather than relying purely on simulation randomness.

Implementation


My initial plan was to recreate the explosion directly inside Unreal Engine 5using real time particle systems. However, due to time constraints and the scale of the explosion, achieving the same visual fidelity in real time would have been difficult.

Instead, I decided to import the volumetric simulation as a VDB (OpenVDB)file.

While VDB files preserve the full volumetric simulation data, they are generally far too large and expensive for real-time rendering in games.

To solve this problem, I used ZibraVDB, which compresses volumetric simulations by approximately 95%while maintaining most of the visual fidelity.

This compression made the explosion usable inside Unreal Engine 5while still preserving the cinematic look of the original simulation.

If I Had More Time

With additional development time, I would expand the environmental interaction of the explosion.

Planned improvements include:

Environmental Reaction

  • Foliage bending or reacting to the shockwave
  • Debris being pushed outward by the blast force

Ground Destruction

  • Cracked terrain
  • debris displacement
  • crater formation

Shockwave Effect

  • expanding pressure wave
  • ground dust ring
  • atmospheric distortion

These additions would further sell the scale and physical impact of the explosion.

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