Skip to content
cccskills
FreePublished on GitHub

vfx-fx

Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.

The English summary is being prepared. Showing the original description.

Works withBlender
See how to install

Files included (4)

  • SKILL.md2.4 KB
  • references/fx-timing-brief.md227 B
  • references/game-fx-export.md282 B
  • references/volume-domain-rules.md248 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

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

TypeBlender Approach
Smoke/fireMantaflow domain + flow; keep domain tight
SparksParticle Newtonian + collision + trail
DebrisRigid body shards (physics-sim)
Magic ribbonsCurves / GN extrude + emissive
Dust hitShort 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

TopicReferenceLoad When
Fx Timing Briefreferences/fx-timing-brief.mdWhen needed
Volume Domain Rulesreferences/volume-domain-rules.mdWhen needed
Game Fx Exportreferences/game-fx-export.mdWhen needed

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.

The English summary is being prepared. Showing the original description.

arjun988/blender-skills382Updated Jul 11, 2026

See all skills by arjun988

Report a problem with this skill