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Vfx fx

Skill arjun988/blender-skills/.cursor/skills/vfx-fx

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

Install
npx -y skills add arjun988/blender-skills --skill vfx-fx

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

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The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

2.4 KB, 499 tokens by cl100k_base, as published. Nobody here has run it

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

What ships with it: 3 files

757 B alongside SKILL.md

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