vfx-fx

$npx mdskill add arjun988/blender-skills/vfx-fx

Creates cinematic and game VFX in Blender using simulations and Geometry Nodes.

  • Generates smoke, fire, particles, trails, and magic effects for Blender scenes.
  • Uses Mantaflow, particle systems, and Geometry Nodes for effect generation.
  • Selects approach based on target: game real-time, cinematic, or hybrid.
  • Delivers cached simulations, rendered frames, or exportable meshes and flipbooks.

SKILL.md

.github/skills/vfx-fxView on GitHub ↗
---
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 |

More from arjun988/blender-skills

SkillDescription
analog-found-footage-horrorAnalog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
animationGame-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
anime-styleAnime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
apocalypse-worldsApocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
archvizArchitectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
asset-optimizationValidates 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.
biome-worldsBiome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.
blender-directorUse when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
blender-modelerCore Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
body-horror-styleBody horror art direction for Blender focusing on flesh wrongness, mutation, fusion, and visceral material storytelling.