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OMNI/KIT
Independent procedural assets for BlenderReview build · TEST payments only
VFX collection
Anime Explosion Pro — AI concept illustration, not verified Blender output
AI concept illustration. Illustrative previews may differ from the source asset.

VFX / Geometry Nodes

Anime Explosion Pro

Explore Anime Explosion Pro: Geometry Nodes asset, source notes, editable controls and preview imagery. OmniKit review library.

65 exposed controlsGeometry Nodes
Review preview · not available for purchase

Source files are private. Compatibility, asset quality and component licences are being reviewed.

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Functional review pending. This is not a complete compatibility certification.

Asset overview

Understand the setup.
Then make it your own.

Anime Explosion Pro is a Blender Geometry Nodes asset in OmniKit’s vfx collection.

GENERATOR: drop on a mesh host. Play from Start Frame, or enable Use Manual Time; Manual Time 0.2 shows the early puff burst. Core Blast adds the central solid core; Smoke Column grows later. | MESH INPUT: drop on a mesh, or feed mesh geometry to Geometry. Apply object scale for predictable distances. | Studio-oriented anime-style 2D-look / 3D explosion authoring asset: modular fire, smoke, shockwaves, trails and debris; cel palettes and ink hulls; on-twos timing, manual scrub, flash and phase controls; layer solo/outputs; quality budgets. Independent upgraded derivative of the installed stylized-explosion foundation.

Its exposed inputs include Use Preset, Preset, Quality, Radius, Seed, Master Scale, Origin Offset. Review the control reference below to plan a suitable setup.

Source and setup notes

Source node name: OMNI - Anime Explosion Pro

Collection: 22 Geometry Nodes/VFX/Explosions

Structural inspection used Blender 5.2.0 LTS. Other releases and render engines require separate checks.

How to approach this asset

  1. Check the source notes for the expected mesh, curve, field, shader or World context.
  2. Start with a disposable scene and a suitable input. Inspect required object, material or collection inputs.
  3. Adjust one documented control at a time. Evaluate the result before using it in a production project.

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