One of the best cleanest fire tutorials ever layed down before my procedural eyes and i would say for all the blending community aswell .Thank you so much ! 11/10
Your tutorial was a lot easier to follow than others that I would have had to bake or render. It's cool that this is in real time. I'm looking forward to trying it out. I'm glad you didn't skip the little details as well. Thumbs up great job. Just what I was looking for!
This is amazing! I'm working on a game with a friend at the moment, and there's a scene where a spacecraft burns up in Earth's atmosphere, and I was really dreading the hours of physics simulating I'd have to do in order to get the fire to look right. I'll still have to do that, but this way I can also manually adjust the amount of fire in any given location, this video made my job so much less painful, thank you so much!
Alright, I do have one question, and it's fine if you don't know the answer to it but: I'm trying to have an object both tumble around and also burn at the same time, and I'm struggling to find a way to get the fire to ignore the rotation of the parent object. For example, "flaming object" rotates 90 degrees, "fire" also rotates 90 degrees, and I don't want that. I tried using a shrinkwrap modifier to avoid rotating the fire, but I can't find a way to create a spot that doesn't just stick to the object's surface. Is there some way to stretch an object in a specific direction that would avoid this issue? It's fine if you don't know an answer, I'm just wondering if there's an obvious problem with this fire system that I'm overlooking, and I figured you have a lot more blender experience than I do judging by the quality of the stuff you make. Sorry for bothering you with this.
Just to share some insight, this is almost a simplified way but if you ever want to make aroura borealis my method of doing that is very similar to this. whats amazing is so much can be done procedurally with textures and i think it gets overlooked a lot nice one btw!
What's the tweak for this now that musgrave texture has been incorporated with the noise texture in Blender 4.1 onwards? I ended up using two color ramps after the noise texture and before the emission shader with a color mixer to combine the black/white ramp which gave a similar look to your musgrave and a fire color as an overlay.
Ooh! This is really neat! Been trying to work with fire more often and the sims are really slow. I d just got a Ryzen 5600x and a GTX 1080ti, so decent, but tough for fire/water sims. Will have to try this method out.
congratulations to you. since the arrival of blender 2.8 you continue to give us tutorials and really I say thank you. please continue because you help a lot of 3d enthusiasts. thank you . Théo
I need this so much. Many of the projects I want to do contain some simulation and it just takes forever to render those as simulation. Let alone the time it takes to go and tweak and bake and tweak more etc. etc.
Great tutorial absolutely love the results! But I'm encountering an issue when layering flames, I get these weird little black bits. I'm rendering with cycles if anyone can help pls!
I've been working with the fire simulations and it sure is slow! I think I'll shiift gears and try this out for a while instead. My old RTX 2080Ti will thank me (and you!) lol
The step at 5:00 for making drivers may have worked in the past. With Blender 4.0, the option to create a driver seems to be missing from the menu when I right click. Any chance someone knows where it is?
is there a way to make the fire compatible with cycles? It looks amazing in evee, but when I turn on cycles, it looks buggy and weird. Is there a fix for this?
Do you know of a way to make the fire track a rotating object and still shrinkwrap to its surface? When I try to do it the lazy way (rotating the fire's mesh), the direction of the fire rotates too, and I'm trying to figure out how I can have the mesh track the flaming object but the fire always burn the same direction. Sorry if this sounds confusing, basically imagine a burning torch tossed into the air; I'm trying to find a way for the fire to not rotate with the torch, but still wrap around the flaming part.
How do you make a “light catcher”, so that I can add it to live footage. (Im trying to make a scene with a flamethrower simulation. But I can’t find a way to “catch” the light for the render like you would do with a shadow catcher to add it to my live footage. Any ideas ?
Hmm I’d need a bit more context but you could try creating a plane that’s reflective and rendering it on a separate layer and composting the cast light from the plane onto your footage.
Hey Gustav, in the new versions of blender the mixRGB node is just "mix" and you have to set it color in order to get the rgb function. By default it's a float mix function.
Hi Kenan, just wanted to ask about the instructions at 14:44 when you add a driver to "Z" on the empty plane axis. When I do it, Blender opens up a new window with a graph and an error about an invalid python expression.
It's been a really long time. I really like your videos. And it's thanks to your videos that I learned a lot about blender. I'm very happy that you're back.
Hey there! It works in cycles you’ll just need to crank up the transmissions and transparency in your render settings. You’ll also have to add glow In the compositor. :)
One of the best cleanest fire tutorials ever layed down before my procedural eyes and i would say for all the blending community aswell .Thank you so much ! 11/10
High praise! :) thanks so much!!
@@KenanProffitt sincerely you are first in everything that makes blender tutorials. thank you very much and a lot of courage
Your tutorial was a lot easier to follow than others that I would have had to bake or render. It's cool that this is in real time. I'm looking forward to trying it out. I'm glad you didn't skip the little details as well. Thumbs up great job. Just what I was looking for!
Thanks for those kind words! Glad it was a helpful tutorial!
This is amazing! I'm working on a game with a friend at the moment, and there's a scene where a spacecraft burns up in Earth's atmosphere, and I was really dreading the hours of physics simulating I'd have to do in order to get the fire to look right. I'll still have to do that, but this way I can also manually adjust the amount of fire in any given location, this video made my job so much less painful, thank you so much!
Glad it was helpful! I’d love to see the game scene when you’re finished. 😃 thanks for watching and leaving a comment!
Alright, I do have one question, and it's fine if you don't know the answer to it but:
I'm trying to have an object both tumble around and also burn at the same time, and I'm struggling to find a way to get the fire to ignore the rotation of the parent object.
For example, "flaming object" rotates 90 degrees, "fire" also rotates 90 degrees, and I don't want that.
I tried using a shrinkwrap modifier to avoid rotating the fire, but I can't find a way to create a spot that doesn't just stick to the object's surface. Is there some way to stretch an object in a specific direction that would avoid this issue?
It's fine if you don't know an answer, I'm just wondering if there's an obvious problem with this fire system that I'm overlooking, and I figured you have a lot more blender experience than I do judging by the quality of the stuff you make. Sorry for bothering you with this.
This was the best fire tutorial I have seen so far dude. You are awesome.
Appreciate that! Glad it was helpful!
@@KenanProffitt Oh it was. I have been looking for a better alternative for fire on Blender for quite some time. This is perfect. You have skill dude.
sincerely you are first in everything that makes blender tutorials. thank you very much and a lot of courage
Just to share some insight, this is almost a simplified way but if you ever want to make aroura borealis my method of doing that is very similar to this. whats amazing is so much can be done procedurally with textures and i think it gets overlooked a lot nice one btw!
Great use case! Makes me want to try that! 😎
This completely blew me away. Wow🔥
Thanks for watching, Christopher! 😃
I been doing this with video textures... this method has many benefits as video often gets distorted on 3d meshes. 👍👍
Damn this is awesome, you just saved my laptop 🔥
Haha great! Glad to hear it’s helpful
excellent idea and presentation. Works like a charm
Thanks for watching! Glad it was helpful
That's a very tasty result from an elegant technique. Thanks for sharing!
Thank you, Scott! Cheers!
What's the tweak for this now that musgrave texture has been incorporated with the noise texture in Blender 4.1 onwards? I ended up using two color ramps after the noise texture and before the emission shader with a color mixer to combine the black/white ramp which gave a similar look to your musgrave and a fire color as an overlay.
Impressive tutorial very well explained. Wonderful. Thank you!
Glad it was helpful! Thanks for watching! :D
Who would have thought you could fake a fire?. Not wasting time on baking sims. It was a fun tutorial. Nice.
Can you do some vfx more . Thank you☺️👏
Hey Jude! Thanks for watching! :)
Ooh! This is really neat! Been trying to work with fire more often and the sims are really slow. I d just got a Ryzen 5600x and a GTX 1080ti, so decent, but tough for fire/water sims. Will have to try this method out.
Hey Joe! that's great! yeah give it a try. Renders quickly for sure! Thanks for watching :)
Amazing tutorial❤.
You can add driver by typing # and equation like
#frame/-80
Yep! Great tip. Thanks!
Amazing. Been looking for a cheap real-time fire solution in blender for a while
Glad I could help! Thanks for watching! :D
wooh superb bro extremely helpful
Thanks! Glad it was helpful!
Thank you
You're welcome! :) Thanks for watching!
Very nice, and very good idea!
Thank you! Cheers! :D
@@KenanProffitt Keep going😉!
really good video here ! smart technique, thx
Glad you liked it! Thanks for watching!
This is insanely beautiful in its simplicity. Thank you, thank you, thank you.
Thanks! Glad it was helpful!
Great amazing thank you
Thanks for watching!
Amazing tut, thank you!
You're very welcome!
Genius!
😃 glad you enjoyed it!
@@KenanProffitt Fantastic job! Thank you for the video!
thank you very much for sharing it .being search for it and got a perfect video
Glad it helped! Thanks for watching!
congratulations to you. since the arrival of blender 2.8 you continue to give us tutorials and really I say thank you. please continue because you help a lot of 3d enthusiasts. thank you
. Théo
Thanks Théo!
This is so nice! Was looking for a way to avoid using simulation. Although with EEVEE next have to modify a bit.
thanks
Crazyyyyyyyyyyyyyyyyyyyyyyy
It’s pretty awesome!😎🔥
Amazing job, thanks a lot for sharing👏👏
Thanks for watching! :D
@@KenanProffitt My pleasure, you are always welcome to my channel:)
I need this so much. Many of the projects I want to do contain some simulation and it just takes forever to render those as simulation. Let alone the time it takes to go and tweak and bake and tweak more etc. etc.
Glad it was helpful!!
Surely try to follow because I m pretty beginners maybe 🤔 can do it
God bless you
Amazing tutorial, amazing fire. Thank you for publishing this video! 🔥🔥🔥
My pleasure! Glad it was helpful for you!
THANKS!!!
You’re welcome!
Great tutorial absolutely love the results! But I'm encountering an issue when layering flames, I get these weird little black bits. I'm rendering with cycles if anyone can help pls!
Hey there! Try cranking up the transparency passes in your render settings. That should take care of that. :)
I've been working with the fire simulations and it sure is slow! I think I'll shiift gears and try this out for a while instead. My old RTX 2080Ti will thank me (and you!) lol
Haha I did it for that very reason. Kept wanting fire but not wanting to wait for render times. 😅 thanks for watching!
13:10
The step at 5:00 for making drivers may have worked in the past. With Blender 4.0, the option to create a driver seems to be missing from the menu when I right click. Any chance someone knows where it is?
Just click that Location Z field so you are editing it and start typing your formula with #-character. Like #frame/-80
is there a way to make the fire compatible with cycles? It looks amazing in evee, but when I turn on cycles, it looks buggy and weird. Is there a fix for this?
Render Properties - Light Paths - Max Bounces - set Transparent to 24 or higher
@@pipcryt thank you for the good advice👍
@@GeorgiaSmalls3517 did that advice fix your problem? I'd like to use this in Cycles as well
@@purpseenit yes. It now looks just like it does in evee
Thanks! 👍
Do you know of a way to make the fire track a rotating object and still shrinkwrap to its surface? When I try to do it the lazy way (rotating the fire's mesh), the direction of the fire rotates too, and I'm trying to figure out how I can have the mesh track the flaming object but the fire always burn the same direction. Sorry if this sounds confusing, basically imagine a burning torch tossed into the air; I'm trying to find a way for the fire to not rotate with the torch, but still wrap around the flaming part.
How can I see that on cycles? It doesn't show like transparent, it haves like a black thing on top of it
in the render settings try cranking up the transparent passes. That should take care of that issue in cycles
How do you make a “light catcher”, so that I can add it to live footage.
(Im trying to make a scene with a flamethrower simulation. But I can’t find a way to “catch” the light for the render like you would do with a shadow catcher to add it to my live footage.
Any ideas ?
Hmm I’d need a bit more context but you could try creating a plane that’s reflective and rendering it on a separate layer and composting the cast light from the plane onto your footage.
8:58
What is that node? Mix? I have MixRGB and Mix Shader but not just Mix?
Hey Gustav, in the new versions of blender the mixRGB node is just "mix" and you have to set it color in order to get the rgb function. By default it's a float mix function.
I can't find the Musgrave Texture can you help me out by chance :) and make it look like the texture please :)
where is Alpha Blend Mode in Blender 4.2 . Is there another way?
Well, good bye fire simulation.
Thank you Kenan. (:
Hi Kenan, just wanted to ask about the instructions at 14:44 when you add a driver to "Z" on the empty plane axis. When I do it, Blender opens up a new window with a graph and an error about an invalid python expression.
Yeah, same issue, i just keyframed mine.
This will work in Cycles, right?
Yep! You’ll just have to adjust the transparent passes In your render settings.
@@KenanProffitt Got it. Thank you!
Danke
You’re welcome!
Doesn't seem to work in cycles for me. Any ideas?
HOW IT WILL WORK IN CYCLES RENDER ? I CHANGED THE RENDER TO CYCLES ND IT SOWS BLACL OVER ALL DISPLACEMENT MESH . HELP MEEEEEE PLEASE
what am I doing wrong?
The the bigger fire object always obstructs the smaller objects within
no alpha blending
Having trouble getting it to work in blender 3.6
noiceeee
Anyone know how to make this work in cycles?
Hooo welcome profil
thanks théo!
It's been a really long time. I really like your videos. And it's thanks to your videos that I learned a lot about blender. I'm very happy that you're back.
is there a way to make it look more stylized???
edit: yes you can lol
Haha you beat me to it. Yes! 😅
I am full deaf.
Why not you can get "Screencast Key" add-ons to help see 3D Viewport mouse sign.
guys, stop deleting the default cube. what if one it becomes sentient and delete us instead.
this is true. I've seen it happen lol
Musgrave has been removed, if you hadn't heard.
Yeah sad :( I miss musgrave
I used fire 🎥 🔥 Image as plane
Quick reminder: if you're not sure about the fire colours, you can use the blackbody node, where you direclty input the temperature of the light.
19:00 That's hot 🔥 🥵
what bout cycles🤣🤣
Hey there! It works in cycles you’ll just need to crank up the transmissions and transparency in your render settings. You’ll also have to add glow In the compositor. :)
Blender crashed like 5 times during this
This doesn't work in Blender 3.6, very bad
Worked great for me. i would be happy to tell you how i did it if you can specify what "very bad" means. (:
Muy bueno !
muchas gracias!
You may lac u some narity, but the video was great.
Use google translate for pronunciation.
Haha