Bit vague in what you want, it's also not going to be quick and simple (far from it if you want it to be realistic) Explosion -> Particles from and omni emmitter with the particles emmiting particles (for the smoke) with fileds such as turbulance and gravity. debris -> Instanced geometry on particels with fields and particle collision events (for bounce and dust etc) Or Use maya fliuds for the explosion if you have unlimited (even harder).