The difference between “Real” and “Hollywood” explosions.

10–14 minutes
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This week I’m keen to share my thoughts on Hollywood’s idea of explosions and gunfire compared to the real thing. I’m going to try being a bit less sneery this time (difficult for me, I know), since I can actually forgive a bit of visual “sexing up” of guns and explosives. But I’d like to spend a while on it, because I’ve referenced corny Hollywood explosions before.

Since there’s a bit of meat to this topic, I’m going to spread it over three posts. Today we’ll talk about Hollywood vs. Real explosions, and some of the unrealistic effects (or lack thereof) which we see on screen. Part 2 will discuss the scaling of explosions in film and TV, and how feasible it is to run away from an explosion (spoiler: not very), and Part 3 will deal with muzzle flash: how to avoid signalling your presence to the whole galactic cluster.

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It takes energy to make light: a thermodynamics lesson

As any student of physics will tell you, energy doesn’t come from thin air. The universe doesn’t give you a free lunch. It can, however, be converted from one form into another. Explosives and propellants are a useful way for us military folks to store a bunch of energy in a compact space, then release this energy very quickly at a time and place (hopefully) of our choosing:

Diagram showing before and after process for explosion energy conversion
Explosion energy conversion process (real): We want gas under pressure as an output

In the balance above, we can see that some of the converted energy, e.g. gas pressure, is useful to us. It can move a bullet down a barrel or send a fragment into an enemy formation (or break rocks apart: the same principles apply to commercial explosives). Other parts, such as light, are less useful to us1. The role of the ammunition designer is to maximise the useful outputs and minimise the useless ones.

This is emphatically not the case in film and TV, though, where explosions create bright yellow fireballs and guns light up the sky in broad daylight. This isn’t a bad thing per se: like I said above, I’m not going to sneer so much today. It reflects an artistic choice, a willing trade-off with realism which most people are happy to accept for the sake of film visuals. What is less forgivable (and where I might sneer just a little bit) is how explosions seem to inflict far, far less death and injury on screen than they would in real life. Let’s jump in.

Real explosions are less spectacular but more dangerous

With explosives, or high explosives, to be precise (see my previous post for an explanation of the terms), we see a mismatch between what Hollywood serves up on-screen and what reality looks like:

Gif showing very bright and fiery explosions from Rambo 4, The Punisher, Pearl Harbor, Die Hard, Lethal Weapon 4
Links: Rambo 4, The Punisher, Pearl Harbor, Lethal Weapon 4, Die Hard
Gif showing five different real explosions: a hand grenade, plastic explosive, an IED on a car in Kyiv, a large truck bomb in Manchester, a fertiliser explosion in Beirut port
Links: 1, 2, 3, 4, 5

Look at how bright and fiery the Hollywood explosions are compared to the real ones. It’s as if the designers of the explosive wanted to prioritise light and heat for a big fireball over gas pressure. It’s a new formulation of the energy balance trade-off:

Diagram showing before and after process for explosion energy conversion
Explosion energy conversion process (Hollywood): We want lots and lots of light and don’t care so much about gas.

What’s more, we know that this trade-off has happened because we don’t see the same blast and fragmentation (i.e. lethal) effects from the fictional explosions. We covered one example of this before in our critique of The Expendables with their ludicrous artillery vs. heli scene, but it’s a prevalent trend:

Gif showing explosion scenes from Wolverine, Django Unchained, and Behind Enemy Lines
Links: Wolverine, Django Unchained, Behind Enemy Lines

As we can see, cool guys, for the most part, clearly don’t look at explosions. Now, it’s time for a quick lesson. Munitions cause death and injury in five distinct ways:

  • Primary (blast): The damage to ears, lungs, and other soft bits from a pulse of high-pressure air.
  • Secondary (fragmentation): The damage caused by flying projectiles. This is subdivided into:
    • Primary fragmentation: Shards of flying metal from the munition, either natural (the shell casing), or pre-formed (ball bearings or other small bits deliberately packaged in the munition).
    • Secondary fragmentation2:  Objects and fragments which are picked up and propelled by the blast wave, e.g. loose rocks, machine parts, rubble, bits of wood.3
  • Tertiary (translation): The damage caused by the blast wave picking you up and throwing you (or “translating” you, in cold physics-speak) against something hard, like a wall.
  • Quaternary (burns): The damage from burns and chemical inhalation.
  • Quinary (post-event effects): Anything else, e.g. infection, PTSD, radiation exposure.

Of the above, the first two are the most important. Here’s a rough guide to how far their effects range for some common movie munitions:

Diagram showing range of blast and fragmentation effects for a grenade (L109 HE), artillery shell (155mm M107), and bomb (US Mk84)

As you can see above, fragmentation is the real killer with explosions. This is why bombs and shells are designed with casings that break apart into fragments. You’ll rarely see a pile of explosives on its own as a weapon, since its blast effects dissipate quickly enough. You’ll always want it encased in, or surrounded by, stuff that can be sent flying.

Hollywood explosions are big, bright, loud, and pretty harmless at a distance. In comparison, real explosions are (relatively) smaller, less bright, loud, and very dangerous out to great distances. So, is it realistic that our heroes always get away safely? I’m afraid we need to go down a bit of a rabbit hole…

Dangerous does not mean harmful, unhurt does not mean safe

The lines we showed above for fragmentation lethality were for the “likely kill radius”. I was unable to find the exact definitions used, and they might have been slightly different for each munition, but a typical “likely kill” criterion would be 50% lethality. In other words, half of people standing that distance from the munition will die. Many of the remaining half will be injured. Because fragments have ever-more space to expand into as they travel away from their source, the likelihood of lethality falls off very quickly with increased range.

There will be a range, very close to the exploding munition, where the density of fragments is so high that it’s physically impossible to be a person-sized target in that space and not get multiple impacts from high-velocity fragments. You would be peppered with fragments and would disintegrate into red mist pretty quickly. The threshold of this range would be termed a 100% lethal radius.

Then, on the other extreme, there’s a distance at which the chance of getting hit by a fragment is below one in a million4 and/or said fragments have slowed down enough that they don’t pose a risk. This is your 100% safe distance. You can stand here, in the open, and watch the bang happen without fear.

As range increases, dangerous fragments slow down and spread out, reducing lethality of the munition

The problem is that the gulf between these two distances is vast, as seen above. This is a problem for filmmakers, and it’s why we end up with cool guys walking away from explosions. Putting everyone out of harm’s way (like we do in real life when we use explosives) is BORING. Who wants to see an explosion a kilometre away? It takes a full three seconds to hear the bang!

On the other hand, there’s no point putting the heroes too close to the action, or they will be the aforementioned red mist5. So, they put them outside the blast danger area (which, as we’ve seen, is very small) and probably outside the 100% lethal red mist area for fragments, and then have them roll double sixes every time and escape fragment-free.

In fact, people (baddies as well as goodies) don’t really suffer any injuries from explosions. They either get red-misted from being right up close and personal, basically hugging the bomb, or they are fine, with maybe a slight ringing in the ears or a slight singeing (which, remember, is only the fourth-most important injury mechanism from explosions).

Of course, a bit of singeing might be forgiven, seeing as how Hollywood explosions are basically fireballs…

Tell me more about these incendiary explosions

Just in case you think I’m ignoring the incendiary effects of explosives, we’re going to finish up with a quick word on them. But first, a chemistry lesson. You’ve probably seen this fire triangle before:

Standard fire triangle showing oxygen, heat, and fuel as the three sides, with flame represented in the middle
Fire triangle from Wikimedia Commons

An explosive reaction follows the same idea, but is much quicker, because the oxidiser6 and the fuel are bound up together in the same molecule7:

An incendiary explosion (or a fuel-air explosive, FAE) uses the existing fuels and oxidisers above but adds a bunch of extra fuel and then uses the “free” oxygen in the air as an oxidiser, like so:

Fuel-air explosives utilise the "free" oxidiser in the air. Diagram shows the stages of FAE

Here’s a slow-motion research video of a US BLU-96/B 2000 lb fuel-air explosive bomb (link to video):

Gif of slow-motion video of a FAE initiating just above a house. The ensuing blast wave destroys the house.

These explosions are very cool, and they look just like Hollywood explosions. This is for a very good reason: they are the same thing. Film directors want to get this stunning visual effect for every explosion, so they use blast incendiaries to do this. Another upside is that these explosions produce little or no fragmentation, so the danger areas can be greatly reduced. They can get their money shot of the cool guy walking away from the blast:

Still from above gif of Hugh Jackman walking away from an exploding helicopter

There’s a great YouTube explainer here where they describe exactly how to make one of these blast incendiaries.

One of the more pleasant jobs we had in the military was running “power of explosives” demonstrations. We would always leave the blast incendiary until the finale. The watching VIPs would nod appreciatively as we went through the various effects of plastic explosive on its own, on a flesh substitute, inside a container etc. They would see the little flashes and the puffs of smoke and heat the chest-thumping bangs and, deep down, die a little inside because standing 100 metres from a hundred grams of plastic explosive is not very exciting.

But once we pressed the button for the last serial and (provided it worked) they saw a big orange ball of flame, and heard the deep “whump” of the fuel-air mixture igniting, and felt the pressure thump in their chest and the wall of heat… Well, then it was a good day’s work.

Conclusion: Frag is an unintended victim of the Coconut Effect

Real explosions aren’t nearly as impressive as Hollywood explosions, which tend to use a blast incendiary effect (which is a subset of explosion in its own right) for cool points, as well as for safety.

We, the viewers, actually don’t have a huge problem with this. We are used to stuff on-screen being a little bit different to reality. Guns make a “click” sound when drawn and pointed at someone at close range. Landmines also give a click when someone steps on them. Lasers make a “pew pew” sound. There’s even a name for this phenomenon: The Coconut Effect, named after the sound of two coconuts banging together which accompanied every on-screen depiction of a horse. The Simpsons even referenced this:

Gif from "The Simpsons"

However, we need these film and TV coconuts to stand in for something real. Real horses do make a noise, even if it’s less distinctive than the coconuts. You would notice a gun being pressed against you, even though it doesn’t click. Landmines… Well, there’s no excuse for that one actually.

But for the explosions, we have the cool (and, remember, unrealistic) blast incendiary effect, but we don’t actually see the real effects of a shell or grenade or bomb or whatever it is. Everyone gets away scot-free from the lethal fragmentation effects of the munition. Even when we see the fragments flying through the air all around our heroes, they still escape without a scratch (and, in the example below, looking as gorgeous as ever):

Gif from Sherlock Holmes

Granted, this might be tough to get right. Like we discussed above, the effects are statistical, it’s not quite the same as one character shooting at another character, with a binary outcome: a hit or a miss. With a grenade or a shell or a car bomb, there’s an X% chance that the hero or villain will get the good news, depending on the munition and how close they are (although in the Sherlock Holmes example above, I would argue that that chance is pretty close to 100% for all three characters8). In that respect, heroes never being hit by shrapnel is a bit like never being hit by a bullet fired by a nameless goon (as opposed to bullets fired by main baddies, to which they are vulnerable).

As always with film and TV, I wouldn’t mind if this only happened from time to time. But I think screenwriters and directors are missing a trick by not incorporating frag effects into their explosions, getting out from under the comfort blanket of cliché and creating a scene which makes us grimace in pain and come away with a greater appreciation for the power of explosives.

Let me know what you think in the comments below: am I being too harsh? Next week I want to stay on this topic and look at some other aspects of explosions in Hollywood, namely the relationship between the amount of explosive and the size of the explosion. Plus, we’ll be exploring that perennial question: can you run or dive away from an explosion as it comes toward you? Watch this space.

Thanks, as always, for reading, and I’ll see you again next week.

  1. The exception, of course, is certain pyrotechnics which are specifically designed to give out light, e.g. illumination compositions. ↩︎
  2. I’m sorry, I know it’s confusing to talk about “primary frag” and “secondary frag” within the overall level of “secondary” effects. We (ammunition design students) always distinguished between primary frag and secondary frag, since they are important design differences, but never looked beyond this, even at tertiary effects. On the other hand, doctors only talk about “secondary” effects to encompass all fragmentation, since (from the point of view of treatment) they don’t care whether the frag came from the bomb or from nearby debris. My list is a mish-mash of both categorisations, just for completeness. ↩︎
  3. This category of fragmentation is the reason that exploding cars, buildings, etc. cause the same problems as exploding shells or bombs: there’s lots of fragments to throw out. ↩︎
  4. This is one definition of “safe”, you could increase or decrease this based on your tolerance for risk. ↩︎
  5. Although some, like The Expendables, flout even this norm. ↩︎
  6. Nitrogen is a great oxidiser, despite not being oxygen. There’s a chemical explanation as to why this is the case, but I’ve always just taken it as an article of faith. ↩︎
  7. And the “Heat” part, in case you’re wondering, is supplied by the detonator. ↩︎
  8. And no, the fact that Robert Downey Jr.’s ears were slightly ringing after this ordeal does not give the filmmakers a free pass to ignore every other mechanism of injury. ↩︎

15 responses to “More bang, less light: Explosions in film and TV (Part 1)”

  1. […] << More bang, less light: Explosions in film and TV (Part 1) […]

  2. […] like with the explosions discussed in the last two posts, there are two ways that moviemakers can achieve the bright muzzle flashes which viewers […]

  3. […] Hollywood’s explosion inflation ratio, where small charges make big, fiery blasts (which I’ve covered before). But if we focus on the terrorist, then we should ask why they would want to put more […]

  4. […] More bang, less light: Explosions in film and TV (Part 1) >> […]

  5. […] wrong side of), are not magic. While Hollywood greatly downplays the lethal effects of explosives, as we’ve discussed on this blog before, it exaggerates the lethal effects of […]

  6. […] is the high explosives. This is not a flippant dismissal: high explosives really are terrifying, as we’ve covered before. Just ask the survivors of the Oklahoma City bombing in 1995 (about 700 of whom were injured, along […]

  7. Basil Marte Avatar
    Basil Marte

    “Because fragments have exponentially more space to expand into as they travel away from their source“

    No. They have quadratically more space. The surface of a sphere goes with r^2, not e^r.

    “Nitrogen is a great oxidiser, despite not being oxygen. There’s a chemical explanation as to why this is the case, but I’ve always just taken it as an article of faith.“

    Uh, the explanation is that it had to be shoehorned into the triangle created for purposes where nitrogen isn’t a factor. Obviously it’s not a fuel (otherwise air would be a combustible mix). People would feel silly saying that “nitrogen is an excellent heat”, and more importantly, that corner is reserved for “ignition source”. But it’s not a good oxidizer as such — hydrogen and oxygen turn into water very eagerly indeed, while getting hydrogen and nitrogen to turn into ammonia at a useful speed is the Haber-Bosch process, which requires a catalyst and high pressures. This is still an energy-producing reaction, but it only produces roughly one-sixth as much energy as the one creating water, and requires an awful lot of encouragement to happen at a decent pace.

    The two big roles of nitrogen in explosives is that of a dutiful but very introverted chaperone keeping the actual lovers apart, who have to settle for politely chatting with the nitrogen, at least for now — but chatting with them isn’t what nitrogen really wants to do, either. Role one is that at the appointed time it can withdraw with itself, making those triple-bonded N2 molecules, which is modestly energetically favorable (which is why N2 is slow to react with other things, having to climb kind of a long way up the energy landscape from N2 before it can bond with anything). This means the N2 molecules are in a sense not as hot as fuel-oxidizer reaction product molecules (obviously it’s immediately averaged out between all the reaction products) but they are gas molecules and thus contribute to pressure. (I understand that overall “tepid-burning” explosives and propellants are preferred.) And role two is that by getting out of the way it can let the actual fuel (hydrogen and carbon) and oxidizer (oxygen) atoms finally get on with their business. The less favorable bonds they had been in before combustion, the farther they have to fall when forming combustion products. Since molecules doing this purely with the fuel and oxidizer atoms (e.g. organic peroxides) tend to be hilariously unstable, practically speaking some filler is required.

    The relative importance of the two roles varies between different explosives, and the parts the molecules consist of make a good guide. Azide groups are purely about the first role. Since by definition anything mentioned here contains some nitrogen, nothing is ever purely about the second role, but nitro groups come as close as possible.

    In practice, sometimes there are other roles as well. In explosives that tend to have acid residues from production, and/or degrade into acidic byproducts in storage, and/or degrade faster in an acidic environment, or multiple of these at the same time, a bunch of amine groups could serve as a sponge to take up the acid protons.

    1. The Director Avatar

      “A dutiful but very introverted chaperone.” This is a great analogy!

  8. […] very same principle behind dust explosion accidents is what weapons designers rely on for fuel-air explosives […]

  9. […] war: two world-views with very little in common. Image from ChatGPT1 (and yes, the explosions are too fireball-y for my […]

  10. Loren Pechtel Avatar

    Hollywood isn’t going to show fragments because you can’t see them. Just a puff of smoke and then everything is full of holes, no room for drama. And way too fast for much in the way of sound. I have never been around actual high explosives, but I have been close enough to the launch tubes of a substantial fireworks display to feel their power–and it’s nothing like anything you could do with a speaker. The shells bursting high overhead were loud like any fireworks display, but the tubes were almost silent, but every round going up came with a definite thump to the chest.

    By modern standards I’m sure we would not have been allowed where we were, but this was more than 40 years ago, the launch point looked like the foundation of a building that hadn’t been built yet. We were trying to understand the noise (it was built up enough that we didn’t see anything, and with the echoes we didn’t recognize that we were hearing explosions), then we came to the fence around the construction site and had a clear view.

    1. The Director Avatar

      The thump to the chest is a visceral part of any real-world explosion, and yeah it will never come across properly on screen. Thanks for the description, very vivid!

  11. […] is important, and a serious failing. If you’ve been paying attention here, you’ll know that fragments are the real killers from explosive ammo. Let’s take a […]

  12. […] As Paul Hazell explains on Bernhard Kast’s Military History [not] Visualized channel below, the fragment damage from ERA tiles might be much more of a threat to local troops than the detonation of the warhead (whose energy is deliberately going mostly toward a shaped charge to kill the tank). This aligns with what I’m constantly saying on this blog, which is that fragments are bad, m’kay? […]

  13. […] If you’re new here, you might also be interested in what Hollywood gets wrong about pistols, explosions, and car bombs. […]

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