Cherrybomb
Created the Cherry bomb explosion effects using Houdini
Final (Up to date)

References
Main reference image // Album Cover (NCT127 - Cherry Bomb)
Cherry bomb explosion reference videos //
Right: https://youtube.com/shorts/nVQVjM_lN9A?si=y3USVqhR16u7DtCk
Left: https://youtu.be/7gSCbcGNKnI?si=0tb2_y6clKvJXHOg
Work in Progress (Technical Breakdowns)




Explosion 1 (upward)
The overall concept will follow the image of the album cover, but actual footage of cherry bomb explosions will also be incorporated.
Smoke
Explosion 2 (shockwave)
Burst Type: Explosion
Voxel Size: 0.03
Dissipation: 0.001
Buoyancy: 0.6
Disturbance: 5
Turbulence: 5
Density Scale: 50
Burst Type: Shockwave
Voxel Size: 0.02
Dissipation: 0.001
Buoyancy: 5.5
Disturbance: 2
Turbulence: 5
Density Scale: 60
For the smoke, I created two separate smoke layers to replicate the shape in the reference image: one for the explosion and another for the shockwave. The detailed values for each smoke layer are slightly different, as outlined below.




Cherry RBD


Since this simulation is intended to be stylized anyway, I wanted one cherry to explode upon hitting the floor, while the other two would be pushed away by the impact. To achieve this, I first copied the meshes and then separated them into two groups. The first RBD Bullet Solver handled the simple falling motion. After that, I split them based on the assigned groups. For the cherry on the left, I applied a fracture and assigned a vector value to simulate an explosion. However, because there wasn’t enough velocity to affect the other two cherries, I wasn’t able to achieve the desired result.






Instead, I kept the main reference image by not shattering the cherries but still made them pop. I simply set the bounce value to 1.75, and once the cherries hit the ground (based on the frame), the bounce value is reduced so they don’t bounce back dramatically.
Trail & Spark


I tested two different methods to create the trails: Pyro Simulation and a DOP Network. The Pyro Simulation was difficult to use for achieving the desired look, as it includes smoke and the thickness of it is hard to control. Therefore, I opted for the DOP Network instead, using a similar approach to a firework simulation but without the burst.






For the sparks, I removed the trail parts and made them sparkle by replicating them around the tip points.
Splash


I attempted to create the pink fluid splash within a limited frame range. To do this, I keyframed the source size so it would disappear at a specific frame. However, considering both time and efficiency, using a POP Network is a better option for completing the project, as the fluid simulation required a significant amount of time to fine-tune.






Although the movement doesn't look quite ideal, it is cheaper and easier way to generate the splash. In POP Location, I key framed the birth rate so that it can spread the particles only for a second. I gave the initial velocity to move upwards and within gravity, I added a bit of amplitude so the particle falls more naturally.
Further Improvement & To Do
Check the motion blur for render
Use Flip Solver for the splash/fountain simulation
Apply fractures to the cherry mesh
Add interaction/collision between simulations (i.e. between splash and the cherry mesh)
Improve the materials especially emitting sources and the cherry
✓ May need to switch the renderer from Redshift to another oneAdjust overall timing
Continue adding more FX
- Ambient smoke on the background
- Smoke trails