
Fire V2 - 5
2 months ago
Fire with displaced meshes in Blender - update.
Render time was less than half of the previous test as I'm starting to cull out the stuff that doesn't really do stuff. Excess texture / composite nodes and modifiers. Still a bit more trimming and tweaking to do but getting very close to putting the .blend up on the Durian Blog and the forums.
Currently it needs -
+ Duplicate mesh of the thing you want to be on fire
+ 3x Modifiers (Should be a simple copy and paste job)
+ 1x texture to define what is on fire and what isn't.
That's it. I was trying to cut it back to one easy subsurf modifier and have all the displacement material based, but wasn't getting the best results. Still makes for a very easy setup though.
Render time was less than half of the previous test as I'm starting to cull out the stuff that doesn't really do stuff. Excess texture / composite nodes and modifiers. Still a bit more trimming and tweaking to do but getting very close to putting the .blend up on the Durian Blog and the forums.
Currently it needs -
+ Duplicate mesh of the thing you want to be on fire
+ 3x Modifiers (Should be a simple copy and paste job)
+ 1x texture to define what is on fire and what isn't.
That's it. I was trying to cut it back to one easy subsurf modifier and have all the displacement material based, but wasn't getting the best results. Still makes for a very easy setup though.
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I do think part of the motion of the flames has taken a bit of a step back though - in this video it's quite obvious to see the 'worldspace noise' moving up throughout the flames. It's like one flame pattern will be born at any one time, and then just continue moving upwards in the same shape. You can quite easily follow these static structures as they rise, and I think this breaks the effect a bit. For example: mke3.net/rt/benfire_2-5.jpg
I think your test V2-3 is much better in this regard, after the flames have been born at the base, they then continue to shift and change (i.e. moving in the air currents) as they travel up and dissolve. I reckon if you can fix this, it'll be something very nice indeed!
cheers
Was getting to the point where I was going in circles a bit with various texture nodes and settings. V2 - 5 is using the minimal settings possible to get a result and be manageable. From here I can add more textures back on and add more depth to the effect overall.
Part of the issue with V2 - 3 was some of the tips seemed to be getting 'stuck' or seeming to withdraw back into the fire a bit. Shouldn't be too hard to get the best of both though.
Keen to try some volumetric / smoke sim based fire soon anyway.
Looks like Durian will have great FX, and a team to achive a high quality needs.