
Creating Chaos - Case Study
Credits
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Designers & Animators:
Enrique Santa Maria & Andrew Han
Models:
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KitBash3D: Manhattan NYC World Kit, Military Helicopter
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Fab: Vehicles & props
Role
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Design
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Animation
This project focused on learning how to use the Pyro Solver to create a realistic explosion and think like a VFX artist. My classmate, Andrew Han, and I collaborated to build a photorealistic explosion simulation and design a small 3D scene to showcase it.
The goal of the assignment was to work in a team of two to practice collaboration and organization, simulating a real industry production pipeline. Taking on the roles of Junior VFX artists, we developed a short action film concept to give context to the explosion and studied real film references to match cinematic compositions and camera movement.
Project Roles and Responsibilities
My responsibilities: building the explosion and setting up the collision physics that occur when the blast blows away parts of the glass and exterior of the building. I also handled the scene layout and camera setup for the final shot.
Andrew's responsibilities: creating the building destruction, missile ignition, and trail effects, as well as optimizing and troubleshooting the project’s textures.
Shared responsibilities: animation - I handled most of the animation for Scenes 1 and 3, which included the helicopter, camera movement, explosion, and collision sequences. Andrew focused on Scene 2, creating the missile animation and the building destruction.
Tools
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Houdini
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After Effects
Year
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2025
SETUP
As I learned throughout this project, creating a realistic explosion involves many layers working together to make it feel believable. Here’s a look at the process I used to bring it to life.


CREATING THE SPIKES OF THE EXPLOSION



LIGHTING AND ANIMATION EXPLORATION
Next, I introduced base lighting to add depth and dimension while continuing to experiment with expressive movement and timing in the scene.
I further explored the ripple effect in After Effects using a displacement map, reinforcing the concept of the Super Bowl as the final stepping stone after a hard, rigid, and demanding season.
CREATING THE DIRT AND MAIN BURSTS OF THE EXPLOSION



CREATING EACH INDIVIDUAL SOURCE
As you can see, creating the explosion required building separate sources for each component — the spikes, small burst, main burst, trails, and shockwave. Each element added another layer of realism to help sell the final effect.
The next step in my process was creating the trails to enhance the sense of motion and impact.
CREATING THE TRAILS

EXPLOSION WITH COMBINED ELEMENTS

FLIPBOOK RENDER TEST


ADDING COLLISION PHYSICS TO THE EXPLOSION

CREATING THE COLLISION
Once Andrew finished the building destruction, I took over to merge the explosion and destruction, making both elements collide naturally. The collider helped the explosion feel truly grounded in the scene, adding depth and realism that really brought the sim to life, and honestly, it came out so cool.
Now all that was left was to add the finished explosion into the scene.
PLAYBLAST + FLIPBOOK RENDER OF EXPLOSION IN SCENE





























