Blender Stylized REALTIME MESH FIRE TUTORIAL

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this technique was developed from clarkis marcus and they developed it from kevin mccracken add an icosphere and in the sub menu increase subdivisions to 4 or a similar number create a teardrop shape using sharp proportional editing create a displacement modifier the texture is marble turn down the strength until it's a little wavy set the displacement coordinates object create an empty and set the empty to the coordinate so the frame drive on the z coordinate is a bit fast so i divided it by 10. for the materials start by enabling bloom and render settings then alpha blend and no shadows in material settings delete the principled bsdf and add an emission shader and a color ramp increase submission strength add a gradient texture if you have node wrangler ctrl t to add the texture coordinates switch from generator to object this centers the gradient rotate the gradient until white is on the bottom scale and move until the bottom is white and the very tip is black in the color ramp wrap from a bright yellow to an orangish red to black with alpha set to zero in front of the emission add a mix shader the second shader being transparent now the higher the factor the more transparent it gets to drive this add layer weight and use facing this makes the outside transparent while keeping the inside solid a large blend value makes the fire looks sort of realistic duplicate the mix and transparent shaders and put them in front of a mission again add a magic texture and a color around scale the magic until it's pretty large add a math note set to less than and use a second layer weight facing this time a higher blend makes the fire break up more we could bake the light but it's much simpler to use a point light colored orange and with high strength to make the light flicker keyframe the beginning and end then go into the animation curves menu and add a noise modifier increase the strength by a lot if you're making the fire disappear add a limit modifier so the light doesn't go into the negatives turning on shadows makes the light pretty cool but in the end i kept it on none add a plane and turn on particle settings create a uv sphere and decrease the geometry to something low it's not leaking to see the geometry give the sphere the same materials to fire duplicate it and then delete everything except the emission and color ramp for the particle emitter turn off the gravity and field weights and increase the velocity set the start time to a negative and end times adjust after the animation or fire ends reduce the lifetime until it's just shorter than the fire and increase lifetime randomness in render set render to object and select the sphere randomize scale and particle velocity in physics increase brownian for better particle movement if you want the emitters to be hidden give it a new material with a transparent bsdf and turn blend mode into alpha clip
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Channel: IdowhatIwant
Views: 33,321
Rating: undefined out of 5
Keywords: Blender
Id: 3m0JkeK4m8E
Channel Id: undefined
Length: 2min 55sec (175 seconds)
Published: Sat Nov 21 2020
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