Blender 3D: Noob to Pro/Making Fire

We're going to create a camp fire with a simple particle system. This tutorial is based on the method described in the Blender Manual. The result of this tutorial is shown in Fig. 1, the Blend-File is included at the bottom of this page.

If you need more realistic looking fire, you should use the method described in BlenderArt Magazine No. 16, though that method is more advanced and uses Compositing Nodes heavily.

The starting point of the tutorial is how fire behaves physically. The flames are made of hot gases. These accelerate upwards due to their lower density in contrast to the cooler air in the environment. Flames are in the middle hot and bright, to the outside they are darker.

The particle system

Figure 2a: A simple scene

I've created the usual scene with some stones and a few pieces of wood (the wood is by courtesy of Teeth). (Fig. 2a).

Noob note: I made the stones by adding an Icosphere of 3 subdivisions, and then used the proportional edit falloff (OKey) with the random falloff mode. And then subdivide and smooth.
Noob note 2: For the wood I used a modified Plane with an Image texture created with GIMP

This will become the particle emitter.

If you use good names you will find it much easier to orientate yourself in your scene later. Having 100 objects named "Cube.something" will make it very difficult to quickly select a desired object.

This creates particles with a random distribution on the faces of the emitter object.

Note:

Please note, that the particle simulation is only fully calculated if the bake parameters in the Bake panel match the positive lifetime of the particles. If you want to run the simulation longer than 250 frames, you have to increase the End frame in the Bake panel as well. This is independent whether you want to bake or not.

 

The movement of the particles is controlled with particle physics. You set the Initial Velocity and let the physics do the rest.

After you have given the particles an initial velocity they are moved by forces.

Note:

As far as I can see AccZ does not exist in later versions(2.69 in my case); the alternative appears to be to set the Physics to Fluid and set a positive Buoyancy (something around 0.75 looks reasonable).

 

Figure 2c: Particles without material

The particle system is finished. Until now is doesn't look like much (see the white Blob in Fig. 2c). Therefore the emitter will get a material, this material will be animated.

Material

To give the Halo a bit more structure, give it a texture:

Figure 3b: Adjusted texture

Animation of the particle material

The particles "pop" into life and vanish suddenly. We should change that. Therefore we're going to animate the Alpha value of the particles.

If you want to see the IPO curve in the IPO Editor window you must change the IPO Type selector in the window header from Object to Material.

Note:

Note: An animation of particle material is mapped from the first 100 frames to the lifetime of the particles. I.e. if the material is faded out during the first 100 frames (the ipo curve is 100 frames long) the particle will be faded out during it's own lifetime, no matter how long that is. This holds true however only for Point visualization of particles, not for object visualization.

 

The Alpha value therefore changes during the individual lifetime of each particle from 0 to 0.8 and back to 0 (Fig. 3c).

Note:

Note: In Blender 2.6, IPO curves no longer exist. Select the graph editor view to get the same capabilities. Also note that in the texture settings from the previous section you need to enable (and set to 1) the Alpha setting in the "influence" section, otherwise the Alpha animation will be applied to the particle system as a whole not to the individual particles.

 

Rendering

Our particle animation is finished.

Note: If after rendering your particles are too small, such that the fire doesn't look realistic, try increasing the Halo size slightly. I used 0.300 instead of 0.132

To actually let the fire glow you have to use one or more lamps and animate them as well. But that would be part of another tutorial ...

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