Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add arjun988/blender-skills --skill vfx-fx --agent claude-codeInstalls into .claude/skills of the current project.
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---
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 |
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