How the setup works
EXPLOSIONSIM is controlled from the Geometry Nodes modifier on the explosion object. At the start frame, the setup emits primary particles and optional spark debris. Those particles carry fuel, temperature, flame, velocity, size, and age data through the simulation.
The final renderable explosion is created by voxelizing those particles into a volume. Density controls smoke, temperature controls hot glowing regions, and flame controls the brightest burning pockets. The viewport result is intended to closely match the exported or previewed result; editor-only helpers such as grids or wireframe overlays are not part of the render.
Shape the burst
Use emission, blast strength, directionality, drag, and lobe controls to decide whether the explosion is a round fireball, a directional hit, or a broken uneven blast.
Control the smoke
Lifetime, growth, voxel size, child particles, smoothing, warp, and density noise define the visible cloud structure and dissolve timing.
Tune fire behavior
Burn rate and cooling rate drive how long the core stays hot, how quickly the outside turns dark, and how aggressively flames disappear.
Balance speed and quality
Voxel Size is the main performance dial. Particle Count multiplied by Child Count is the next major cost driver.