‘Derezzing’ a crashing light cycle, part 6: explosion fragments & fluids
It’s time for another update on the explosion. It’s been silent for a while now, as I’ve been working on some other stuff while running simulations and renders in the background.
As a side note: I’m really pleased with the way HQueue is working on my little farm. It makes simulations and renders much easier to schedule and manage, so its was well worth a little investment in time to set it up. I’m thinking of writing a little post on my experiences with HQueue so far some day soon.
Anyway, on with the fragments and fluids. I’ll start with a render as usual:
View in high resolution: H264.
This is a render of the latest simulation that I have run on both the ‘faces’ and ‘energy fluid’, it also includes the ‘sparks’ particle sim. As with the previous renders, I ran the render passes through my very basic multi pass setup to tune it a little and add some glows. (more…)

