The scene was created as a result of the practical use of knowledge about the methods and techniques of simulation smoke, fire, and explosions, as well as optimizing the settings of the Mantra render when simulating smoke, fire, and explosions. When creating the scene, an important condition was to implement a rapid change in the position of the source of the explosion, followed by a correct procedural recalculation of all participating nodes, including the trajectory of the bullet. This condition was met, and the position of the explosion source can be easily changed at any time, and all participating nodes do not require additional adjustments. At the same time, many parameters are available for detailed adjustment of the appearance of the scene, such as the speed and density of smoke emission from fragments flying away from the explosion, the range of randomness of the force and shape of the explosion, the shape and number of pieces of walls of the building, etc.

Rigid Body Solver, and SOP solver for operations with constraints were used in the simulation, and the transfer of the velocity vector from the volume to the geometry of the building was performed in VOP inside DOP. Pyro solver SOP and Pyrobakevolume, shaders, HDRI, VEX code applying transformations to instances using intrinsic attributes and a matrix.

This video was created using my HDA simshot.