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/vfx-fx

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

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill vfx-fx --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/vfx-fx

Context preview

The summary Claude sees to decide when to auto-load this skill.

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

SKILL.md

vfx-fx.SKILL.md
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 |

Read more
Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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TypeScript
Language
MIT
License
2mo ago
Last commit
2mo ago
Created

Repo: arjun988/blender-skills

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