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TUTORIAL5 - step 3/3
Fire&SmokeGenerator - FIRE.

 

To make fire, you need an additional emitter. Select wood_emitter.lwo and create a copy of the current item. You now have a second smoke. It is easier to change the settings of this copy instead of creating a whole new one with defaults and changing those.

Fire should be much shorter than smoke, so change
Life Span to 20.
It should also be more dense:
set Birth Rate to 25
These are the two main differences.
  Also, the fire should appear almost immediately on the surface, so change
Appear to 3 [frames]

It's smaller (shorter) than smoke, so change
Object Size to 3m,
and it may be slower than smoke (there's no need to eject particles as far as the smoke did), change
Heat Power - 120%
Fire should not be greater at the top than at the bottom, so set
Expand particles to 0
You can increase
Vect. norm. influence to 30%
to move the particles in the direction of the emitter's polygon normals at the beginning of their lives.

  Also set wind to 0.
The fire will interact with the smoke particles and smoke vortices, so in this example there is no need to add more vortices to the simulation - set
Vortex probability to 0%
You can also change
Random Seed to anything
to get different particle movements than those of the smoke.

You need, of course, to change the color of the particles. Load the appropriate preset from presets shelf.

You can download the complete Fire&Smoke preset here .

  To complete the scene, change the HyperVoxels settings for that object.
Remember to change
Data Object
in Fire&SmokeOpacity settings (opacity and color texture channels) to the current object.
  download rendered animation here .
download complete scene with all object files .
   
< GO TO STEP 2