Realistic Explosion

In this tutorial you will learn how to create a realistic explosion with hull desintegrating effect and flying debris. The animation will be 100 frames long. The frame rate isn't important.
 
 
1. Create a cylinder (R= 52, H= 475, Heighsegment: 15, Capsegment: 7). You could also do it with another primitive or any other object.
2. Now create the material for the cylinder. Choose a Blend material, name it "Hull". In Material 1, create a Material you named "Standard Surface". It's not important how this material looks like. Then copy the Standard Surface material to the second material of the Blend. Go to this material and name it "Wiremapped". Open the maps rollout. Then assign an opacity, choose the map type "Wiremapper". Make the wire size 0.2 and turn the Barycentric to "Just X". Then create an instance of this map in the bump map and turn the bump amount to 100. Go the Extend Parameters of the Wiremapped material and put the Opacity type to Subtractiv. The material should be 2-"Sided".
3. If look at the material you see nothing from the wiremapped material. You have to assign a mask. Click on the mask map of the Blend material ("Hull"), and choose cellular map.
Now make the current settings:
 
Cell Color: White Divison Color 1: Grey Division Clor 2: Black
Cell Shape: Circular Size: 100 Fractal: On
Iteration: 3 Spread: (Will be animated)  Adaptive: ON
Bump Smoothing: 0.1 Roughness: 0
Low: 0.25 Middle: 0.5 High: 0.75
4. Now assign the material to the cylinder. Go to the trackview, we will animate the material.
Search the opacity map track, open it, and look for the wire size. Create a key frame at 60 and another at 100. Make the wiresize at 100 0. 
Now go to the mask track, look for the track for the spread of cellular map. Create a key frame at 0, size 0.001; keyframe at 65, size 0,5; keyframe at 99, size 0,99. Change the bezier in Keyframe 1, so to start slowly.

5. Create a cylindric atmospheric gizmo round the cylinder (R= 59, H= 545).  Go to the emvironement menu and add a combustion. Pick the cylindric gizmo. Now change the settings:
 
Inner color: R: 255, G: 246, B: 0 Outer color: R: 255, G: 104, B: 30 Smoke: isn't needed
Flame type: Tendril Stretch: 2 Regularity: 0.62
Flame size: 10 Density: 100 Detail: 3
Samples: 15 Explosion: ON Smoke: OFF
Start: 0 End: 87 Fury: 1
 
6. Render it. It should like the picture.
7. Create a spherical gizmo round the cylinder (R=350). Change the Seed. Go the enviroment menu and add another combustion. Pick the spherical gizmo, and change the settings:
 
 
Inner color: R: 255, G: 202, B: 0 Outer color: R: 255, G: 30, B: 30 Smoke: isn't needed
Flame type: Fireball Stretch: 1 Regularity: 0.2
Flame size: 100 Density: 15 Detail: 3
Samples: 15 Explosion: ON Smoke: OFF
Start: 57 End: 117 Fury: 1
 
8. Now we come to the debris. Create a PArray particle system. Pick the cylinder, change viewoport display to mesh. 
Settings:
Particle Generations:
Speed: 50 Speed Variation: 50 Divergence: 25
Emit Start: 60 Display until: 100 Life: 100
Life Variation: 20

Particle type:
Type: Object Fragement Thinkness: 5 Minimun of Chunks: 250
Get material from: Picked Emitter

Particle Rotation:
Spin time: 10  Variation: 100

Go to frame 65 and watch.

9. As you see, the cylinder doesn't disappear. Go to the trackview. Find the cylinder track and add a visibility track. Create a keyframe at 60.
Render it.
10. If you have Real Lens Flare, you can put a lens flare in the middle of the cylinder, and animate it so, that it's the biggest short before the main explosion.

Here you can download the max file(n/a).