
First set dynamic menu set. Go to Fluid Effects/Create 3d container.

This
fluid will be driven by animation of some shading parameters. There’s
no need to use simulation data. That’s non dynamic fluid. It’s faster
then dynamic but less accurate. It’s good for fast explosions like anti
aircraft shell explosions for example.
Go
to shading tab, set color to dark gray, its input to constant, set
incandescence from bright yellow via red to black and its input to
center gradient. Set opacity to like this in picture below. It's input
is also center gradient.
Input
graphs let you define the shape of the falloff for color, incandescence
and transparency. Right side is the center of the fluid, and left is
boundary. Move input bias slider to offset the graph.

Turn
on texture color, incandescence and opacity. This will multiply grid
values by noise function. Frequency controls how small or big the waves will be.
Depth controls the amount of small details. Color, Incandescence and
Opacity tex gain controls amount of multiplying on these grids.

Adjust input bias on opacity to get desired size.

When rendered, the image looks like this below. Notice that small jittering on the edges? We’ll fix that later.

Move colors on incandescence ramp to get more intensity in the middle.


To fix jitter, go to shading quality tab and set quality to 3 and interpolation to smooth. Render will be slower.

But jitter is gone.

Also
under lighting tab check self shadow. You can set it to use real
lights, or to set light direction via vector. Second method is a little
faster.

Now explosion is getting depth

For
animating this type of explosion, you will only need to animate a few
shader parameters. First animate incandescence input bias. Make it go
from bright yellow to black (1,-1).

Also animate opacity input bias so the explosion expands.

Also you can animate
overall transparency of the explosion. Just right click on transparency
attribute, in popup menu choose set key, to make a key.


In
Graph editor curves shall look like this. Notice that transparency is
rising, than falling towards 0. Edit the tangents to get smooth
transitions.



One
very nice way to get a streaking effect is to use implode attribute.
Set it to positive value to make streaks. 0.5 will be enough. Animate
it, so that it’s strongest at the beginning.


Also animate opacity tex gain to make fluid more uniform at the beginning.



Set dropoff shape to sphere if you want to make explosion spherical.

It’s almost done, only thing left to do is to animate texture. In texture time enter =time*.5; This will create expression, so fluid texture will get half value of the current time.

So, that would be all. Now it’s all matter of experimenting.