--- name: vfx-fx description: Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: VFX, FX, smoke, fire, explosion, particles, sparks, trails, muzzle flash, magic effect, geometry nodes FX related-skills: geometry-nodes, physics-sim, materials, lighting, rendering, compositing --- # 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 |