Uploaded September 2026 | Updated September 2026, 2 weeks ago
Here's a quick look at a sped up viewport capture of EmberGen 2. In reality we were getting between 3-5 FPS for the large simulation on an RTX 6000. Sparse bounding box contained roughly 1.681 billion voxels with 364.5 million being active. We're still working on modelling physically based soot & oxygen for our new combustion simulations. We're aiming to use real-world values to have fire, smoke, and explosions that simply look photorealistic. Our cameras are also based on real world values like aperature, shutter, and iso with the ability to simulate film cameras based on real-world papers published by film manufacturers. EmberGen 2 beta is slated to be out at the end of this year!
Here's a quick look at a sped up viewport capture of EmberGen 2. In reality we were getting between 3-5 FPS for the large simulation on an RTX 6000. Sparse bounding box contained roughly 1.681 billion voxels with 364.5 million being active. We're still working on modelling physically based soot & oxygen for our new combustion simulations. We're aiming to use real-world values to have fire, smoke, and explosions that simply look photorealistic. Our cameras are also based on real world values like aperature, shutter, and iso with the ability to simulate film cameras based on real-world papers published by film manufacturers. EmberGen 2 beta is slated to be out at the end of this year!




![Mastering Looping Sims in EmberGen: Part 2 - After Effects Compositing
In this follow-up tutorial, well be showing you how to integrate static rendered sequences from EmberGen into a moving shot in Adobe After Effects, including camera tracking and some compositing techniques to help these effects sit much more naturally in the scene.
You can download a zip file containing the presets used in this project [here]. https://jangafx-software-files.s3.amazonaws.com/share/JANGAFX_TUTORIALS_PRESETS_FOR_FIRE_LOOPS.zip
You can also download the background plate used in this project, shot by Matthias Groeneveld and available from their page on pexels.com, [here]. https://www.pexels.com/video/video-of-debris-in-a-dilapidated-house-2691470/
01:07 - How To Import Your Embergen Sequences
01:50 - Interpreting Footage
02:11 - Pre-Composing the VFX Element
04:13 - Prepping Your Composition
04:34 - Using The Camera Tracker
05:41 - Adding a Test Object to a Camera Tracked Scene
07:38 - Adding Your Effects Elements To Your Scene
08:54 - Using Nulls to Place Your Effects Properly
15:27 - Staggering The Timings of Looped Effects
16:22 - Compositing Tricks
17:22 - Compositing Tip: Color Link
18:53 - Compositing Tip: Fake Lighting with Shape Layers
20:33 - Compositing Tip: Faking Embers with Edge Detect
22:24 - Bringing In The Smoke Layers
23:52 - Bringing In The Spark Layers
24:53 - Adjustment Layer & Motion Blur
25:15 - Wrap Up
25:53 - Things To Watch Out For Mastering Looping Sims in EmberGen: Part 2 - After Effects Compositing](https://i.ytimg.com/vi/e0zChorA8vM/mqdefault.jpg)




![EmberGen Tutorial: Nuclear Explosion
Get to your shelters!
In this video we’re looking at how to make a large nuke detonation, complete with a flash of light and the resulting mushroom cloud. We’ll be using two particle emitters, a point force, and whole lot of smoke..
You can download the preset created in this video right here, and there’s also another included that’s pretty similar but might be useful to you if you’re interested in tearing down the node graph: https://jangafx-software-files.s3.amazonaws.com/share/JANGAFX_TUTORIAL_NUKE_2.zip
City Block Model available from SketchFab - this is the one that Ben used in this video and was created by Mateusz Wolinski:
https://sketchfab.com/3d-models/city-1f50f0d6ec5a493d8e91d7db1106b324
[timestamps]
01:04 - Adding a Particle Emitter [Bomb]
01:30 - Particle Direction & Speed
03:07 - Adding Second Particle Emitter [Ground]
03:58 - Frozen Particles
05:50 - Adding a Point Force Node
07:26 - Using Velocity Dissipation
09:05 - Using Vorticity To Break Things Up
11:18 - Animating Velocity Dissipation
12:27 - Using The Volume Slicing Mask
13:23 - Combustion Extinction Smoke Gain FTW!
14:15 - Adding Line Forces to Influence Shape
18:26 - Temperature Dissipation
21:28 - Adjusting Smoke Weight
22:13 - Adding a Strong Flash of Light
23:24 - Adding some Small-Scale Noise
24:16 - Hey, About That Ground Particle Emitter…
26:53 - Recap!
28:22 - Wrap-up! EmberGen Tutorial: Nuclear Explosion](https://i.ytimg.com/vi/edxt3quK-kc/mqdefault.jpg)
