IMPORTANT: Ogre 1.12.11+, comes with a builtin TextureAnimator Affector.



There are several ways to make explosion graphics in Ogre, and most involve using animated billboard sprites or particles or some combination of both. The method described on this page is a very basic method that will give you a single animated sprite that always faces the camera and loops through the explosion animation once and then disappears.

We will be using the particle system with a 3d/volume texture and a very simple custom shader.

Pros of this method:

  • The frames of the animation will be blended together so the animation looks smooth.
  • Unlike using an anim_texture your explosions will always start with the first frame and end on the last frame and won't repeat.
  • Unlike using billboardsets with an atlas you don't have to manually update the index value for your billboards to progress the animation.


Cons of this method:

  • You use the alpha value of the vertex to control the speed of the animation and not to control the alpha value of the particle.
  • Volume textures aren't as easy to create as typical animated sprite textures like atlases or single frames.


For another way of doing an animated particle without a volumetric texture, see Random Particle Texture (HLSL).

First grab your explosion animation frames and convert them into a volume texture called explode.dds using something like the DrTex.exe utility that comes with the DirectX SDK. You will want each frame of your animation to occupy it's own slice in the volume texture. If you are unfamiliar with volume textures, just think of them as a stack of 2d textures on top of one another. I ordered mine so that the bottom slice has the first frame of the animation and the top slice has the last frame.

For your convenience here is an explosion volume texture I created using Positech Games Free Explosion Generator

 Plugin disabled
Plugin file cannot be executed.


Here is a free volumetric texture creator if DxTex isn't working and you don't have photoshop.

You are free to use this explosion texture for whatever without attribution.

In your code create the particle effect like so:

// create a particle system named explosions using the explosionTemplate
ParticleSystem* particleSystem = sceneManager->createParticleSystem("explosions", "explosionTemplate");

// fast forward 1 second  to the point where the particle has been emitted
particleSystem->fastForward(1.0);

// attach the particle system to a scene node
sceneNode->attachObject(particleSystem);


Create an explosion.particle file in your materials/scripts folder

particle_system explosionTemplate
{
	material        	explosionMaterial  // The material for the particles
	particle_width  	50                 // The width of the particle
	particle_height 	50                 // The height of the particle
	cull_each       	true
	quota           	1
	billboard_type  	point
	sorted			true

	emitter Point
	{
	   angle           180
	   duration	   1    // This controls the duration of the emitter in seconds (1 second)
    	   emission_rate   1    // This controls how many particles are emitted per second - just 1
    	   time_to_live    1   	// Each particle lives this many seconds - just 1 second
	}

   	affector ColourFader
   	{
   		alpha -1        // Each second the alpha value is changed by this amount - so in one second our alpha goes from 1 to 0
   	}
}

Create an explosion.material file in your materials/scripts folder:

vertex_program explodeVertexProgramHLSL hlsl
{
	source explode.hlsl
	entry_point main_vp
	target vs_2_0
}

vertex_program explodeVertexProgramGLSL glsl
{
	source explode_vp.glsl
}

vertex_program explodeVertexProgram unified
{
	delegate explodeVertexProgramHLSL
	delegate explodeVertexProgramGLSL
}

fragment_program explodeFragmentProgramHLSL hlsl
{
	source explode.hlsl
	entry_point main_fp
	target ps_2_0
}

fragment_program explodeFragmentProgramGLSL glsl
{
	source explode_fp.glsl
	default_params
	{
		param_named tex int 0
	}
}

fragment_program explodeFragmentProgram unified
{
	delegate explodeFragmentProgramHLSL
	delegate explodeFragmentProgramGLSL
}

material explosionMaterial
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off
			
			vertex_program_ref explodeVertexProgram
			{
				param_named_auto worldViewProj worldviewproj_matrix
			}
			
			fragment_program_ref explodeFragmentProgram
			{
			}

			// texture unit 0 - our volume texture
			texture_unit
			{
				texture explode.dds 3d
				tex_address_mode clamp
				filtering linear linear none
			}
		}
	}
}

Create the explode.hlsl file in your materials/programs folder:

/*
  Our explosion vertex program that just passes the alpha value of the vertex
  on to the fragment program
*/
void main_vp(float4 position : POSITION,
			float2 uv		  : TEXCOORD0,
			float4 color	: COLOR0,
							  
			out float4 oPosition : POSITION,
			out float2 oUv	   : TEXCOORD0,
			out float4 oColor   : COLOR0,

			uniform float4x4 worldViewProj)
{
	oPosition = mul(worldViewProj, position);
	oUv = uv;
	oColor = color;
}

void main_fp(
	float4 position	: POSITION,
	float2 uv		: TEXCOORD0,
	float4 color	: COLOR0,

	uniform sampler3D tex:register(s0),
	
	out float4 oColour	: COLOR)
{
	oColour = tex3D( tex, float3(uv.x, uv.y, 1.0 - color.a));
}


Create the explode_vp.glsl file in your materials/programs folder:

/*
  Our explosion vertex program that just passes the alpha value of the vertex
  on to the fragment program
*/
uniform mat4 worldViewProj;

void main()
{
   gl_FrontColor = gl_Color;
   gl_TexCoord[0] = gl_MultiTexCoord0;
   gl_Position = ftransform();
}


Create the explode_fp.glsl file in your materials/programs folder:

uniform sampler3D tex;

void main()
{
   vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
   vec3 textureAccessIndex = vec3(0.0, 0.0, 0.0);
   textureAccessIndex.x = gl_TexCoord[0].s;
   textureAccessIndex.y = gl_TexCoord[0].t;
   textureAccessIndex.z = gl_Color.a * 16.0;
   color = texture3D(tex, textureAccessIndex);
   gl_FragColor = color;
}


Thanks to Roberto (che1404) for the GLSL version!! http://ogre3d.org/forums/viewtopic.php?f=5&t=64140

TODO - This system can be extended so we're not creating a single particle system for each explosion! Also other particle effects can be EASILY added like sparks, smoke and debris.

<HR>
Creative Commons Copyright -- Some rights reserved.


THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.