The Three Pillars of Creating Believable FX
Realistic FX doesn’t come from high-resolution sims, expensive plugins, or fancy shaders.
Realism comes from three simple ideas:
These three principles define how energy behaves in the real world.
If you understand them, you can make any effect  fire, smoke, explosions, dust, sparks feel grounded and believable.
If you misunderstand them, your FX will always feel “off,” no matter how much detail you add.
Let’s break down why these concepts are so important, how they affect your work, and how to use them when building FX for games.
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(How big something behaves, not how big it looks)
Most beginners think “scale” means size.
But in realism, scale is really about behavior.
A small hand grenade explosion and a massive fuel tank explosion can be the same size on screen but their behavior is completely different.
-How fast turbulence forms
-How smoke rolls and rises
-How debris travels
-How long the effect lasts
-How much energy is released
-The size of the fireball vs. the smoke plume
A giant explosion that dissipates in one second feels fake.
A tiny explosion that creates a huge rolling fireball feels fake.
Your eyes instantly know when the behavior doesn’t match the size.
-Small FX = tight detail, fast decay
-Medium FX = balanced motion, mid-range turbulence
-Large FX = slow, heavy, rolling shapes
Scale controls the “feel” of the effect more than anything else.
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(How fast energy is released, evolves, and dies)**
Timing is the heartbeat of realistic VFX.
Every effect has a natural rhythm:
-Ignition
-Expansion
-Cooling
-Decay
-Dissipation
If these phases happen too fast or too slow, the illusion breaks.
-Muzzle flash: 1–2 frames
-Gas explosion: instant flash + quick fade
-Fuel explosion: longer fireball + slow smoke rise
-Dust impact: sharp burst → slow drift
-Sparks: fast start → soft decay
-Smoke: continuous, evolving, slow loss of definition
It communicates energy, material, and physics.
A heavy dust blast that dissipates instantly? Fake.
A huge explosion that grows slowly? Fake.
Fire that appears instantly with no ignition? Fake.
Timing is what your brain uses to determine whether something makes physical sense.
-Use fast curves for explosions
-Use slow evolution for smoke
-Add delays for ignition
-Don’t let everything peak at the same time
-Let layers overlap (fire → smoke → debris → distortion)
Realistic timing makes effects feel alive.
(How matter reacts to gravity, pressure, and resistance)**
Weight is what makes an effect feel physical.
If scale tells you how big the energy is…
And timing tells you how fast it evolves…
Weight tells you how the effect moves through space.
-Falling debris
-Drifting smoke
-Arcs of sparks
-Downward pull on dust clouds
-The push of a shockwave
-The slow rise of hot gases
-How particles resist direction change
-Gravity
-Buoyancy
-Inertia
-Drag
-Turbulence
-Pressure
-Temperature
-Smoke rises slowly because it’s hot.
-Dust falls because it’s heavy.
-Sparks arc because of gravity and cooling.
-Fire moves aggressively but dies fast as it cools.
-Shockwaves move outward in a perfect ring.
-Add gravity to sparks
-Add drag to debris
-Add buoyancy to fire
-Add noise and turbulence to smoke
-Add expansion forces to explosions
-Slow down big FX, speed up small FX
Weight is the difference between something that feels like a real event vs. a particle system.
Scale, timing, and weight aren’t separate they reinforce each other.
A realistic effect needs all three:
→ expands slowly and heavily (timing + weight)
→ flickers fast and dies quickly (timing)
→ falls in an arc (weight)
→ fast burst (timing)
→ heavy fall + drift (weight)
If one principle is wrong, the whole effect feels wrong.
Here’s what professionals actually do:
Study behavior frame by frame.
Fire
Smoke
Debris
Sparks
Shockwave
Distortion
Light
How big does it behave?
How fast does it evolve?
What’s heavy and what’s light?
What forces are acting on it?
This process improves your realism instantly.
New artists try to add realism by adding more:
-More particles
-More noise
-More detail
-More flipbooks
-More turbulence
But realism doesn’t come from detail.
It comes from correct behavior.
If scale, timing, and weight are right:
→ even low-res FX will look real.
If scale, timing, and weight are wrong:
→ even high-detail sims will look fake.
This is why these three principles are the foundation of realistic FX.
Realistic FX isn’t hard once you understand what to look for.
You don’t need to memorize a thousand tricks.
You just need to study:
-how big things behave (Scale)
-how fast energy evolves (Timing)
-how matter moves with force (Weight)
These are the same principles used in filmmaking, photography, simulations, VFX for games, and even real-world engineering.
Master these three, and you can create effects that feel physical, grounded, believable  and instantly recognizable as real.
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