SuperAPI AI Directory

vfx-fx

Design & creation

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Updated 10-15 19:57

About this skill

VFX / FX

Readable effects. Controlled simulation domains. Game sprites vs cinematic volumes.

When to Use

  • Smoke, fire, dust, sparks, debris
  • Magic / sci-fi energy FX
  • Muzzle flashes, trails, impacts
  • Geometry Nodes driven particle systems

Path Decision

Game real-time → Meshes/cards/ribbons + emissive mats (+ GN)
Cinematic     → Mantaflow / particles / GN → render → comp
Hybrid        → Sim in Blender → bake flipbooks/meshes for engine

Workflow

Brief (silhouette + timing) → Proxy emitter → Sim/GN prototype
  → Art-direct motion → Materials/lights → Cache → Render/comp or export

Effect Types

Type Blender Approach
Smoke/fire Mantaflow domain + flow; keep domain tight
Sparks Particle Newtonian + collision + trail
Debris Rigid body shards (physics-sim)
Magic ribbons Curves / GN extrude + emissive
Dust hit Short particle burst + soft sprites

Domain Rules (Volume)

  • Domain only as large as needed
  • Resolution from low → high after motion approved
  • Open borders intentionally; avoid wasted empty voxels
  • Collection: COL_FX_[Shot]

Naming

  • Emitters: FX_Emit_[Name]
  • Domains: FX_Domain_[Name]
  • Caches: document frame range in brief

Game Export Notes

  • Prefer mesh cards / GN instances over volume export
  • Atlas flipbooks when baking fire/smoke for engines
  • Keep pivot at logical spawn point

Constraints

MUST DO

  • Approve motion at low res before high-res sim
  • Light FX intentionally (emissive + key)
  • Cache before final render

MUST NOT DO

  • Huge empty domains
  • Unbounded particle counts
  • Skip timing brief (start/peak/end frames)

Reference Guide

Topic Reference Load When
Fx Timing Brief references/fx-timing-brief.md When needed
Volume Domain Rules references/volume-domain-rules.md When needed
Game Fx Export references/game-fx-export.md When needed