360 Secure SkillHub
360 安全技能中心

vfx-fx

面向 Blender 的影视与游戏视觉特效技能,提供烟雾、火焰、粉尘、火花、拖尾、枪口闪光与魔法能量等效果的路径选择、工作流、体积域规则、命名约定与游戏导出建议,并指引按需读取时序简报、体积域规则和游戏特效导出三份参考文档。

arjun988
热度 0.00
最近更新 2026-10-18 16:24:10
分类:创作依赖:MCP 服务应用场景:图像生成 / 视频编辑

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add arjun988/blender-skills/vfx-fx
Metadata
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