Creating_Realistic_Fire_in_Blender.pdf

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Simulation // Materials // Rendering // Compositing
Creating Realistic Fire
by Andrew Price
Learn how to harness the power of the smoke simulator to create impressive pyro efects!
in Blender 2.5
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About the Author
I started using Blender in 2002
because I loved 3d art and
wanted to make my own. I didn’t
have thousands of dollars to drop
on expensive software, so Blender
seemed like a good alternative.
But I soon realized that Blender
was more than just a free
program, it was a professional
suite that can create stunning art.
In early 2009, I started the
website BlenderGuru.com with
one goal in mind; To create
serious tutorials for serious
artists.
I hope you enjoy this eBook.
Andrew Price
BlenderGuru.com
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NOTE: This tutorial was created with Blender
2.5 Alpha 1. Depending on your version, your
screen may look different to the screenshots in
this tutorial.
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Creating Realistic Fire in Blender
PART ONE
Setting up the scene
Before we get into the fun
simulations, let’s setup the
scene.
If you are new to the smoke
simulation. I’d recommend
watching my Introduction to
Select the default cube and scale
it along the Z axis to make a tall
rectangular prism. This will act as our
domain object that all smoke and ire
will be created in. It is important that you
scale this in object mode only or it can
create problems later.
We need a low object to emit
smoke. Create a plane, and place
it inside the cube. Scale it down slightly
and place it near the bottom of the cube
to ensure the simulation runs smoothly.
PART TWO
It’s cool to smoke
Now we get onto the fun stuff.
The domain object controls how
both the smoke and ire will
move.
Change the default lamp to a
spotlight and set the energy level
to 2. You may wish to give it a subtle blue
tint to imitate the night sky.
Position the camera in front of the
domain. You can do this quickly by
going to the front view ( NumPad 1 ) and
hitting Ctrl + Alt + NumPad 0 . You may wish
to position the camera so the top of the
domain cube isn’t visible. That way the
smoke won’t suddenly disappear out the
top.
For the best results I’d
recommend watching some
videos of real ire so you have
something to aim for. You
can ind a great selection of
reference video at Pond5.com
With the cube selected, go to
the physics panel and under the
smoke settings click Add. Four options will
appear: None, Domain, Flow and Collision.
Click Domain .
Set Divisions to 80 , Heat to 0.2500
and check Initial Velocity . This will
make the ire shoot out of the plane.
Underneath those settings, check
the Smoke High Resolution box.
This will create high resolution detail to
the outside of our smoke. In this panel,
change the Resolution to 2 and the Noise
Method to FFT .
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Creating Realistic Fire in Blender
PART THREE
Fueling the Flames
Whilst most of the smoke
behavior is deined by the
controls of the domain object,
the low object also plays a part.
The amount of particles you
select play a major role in how
the fast smoke moves.
Select the Plane object, go to the
particle settings panel and click
the + button to create a new particle
system.
Set the particle amount to 40,000
and the Lifetime to 1 . Because we
enabled Initial Velocity in our domain, the
Normal value will deine how fast the ire
is shot from our emitter. Change this to
0.5
To ensure our particles don’t show
up in the render, set the Render
type to None . We don’t need to see the
plane either, so disable the Emitter .
With the particle system in place,
switch to the physics panel and
under the smoke tab hit Add and Flow.
Click the blank box under Particle System
and select ParticleSystem from the drop
down list.
Save your work now, because it’s
time to bake . Select the domain
object and in the Smoke panel, scroll
to the Cache section and hit Bake All
Dynamics .
Now go make yourself a cup of coffee.
This may take a while.
PART FOUR
Rendering smoke
It looks pretty in the 3d
viewport, but it won’t show up
in the render yet. This is where
you can deine how your smoke
appears in the renders.
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Success! Once the simulation has
inished baking, save your work .
Select the domain and add a new
material . Change the material type
to Volume . Set the density to 0 , Density
Scale to 2 , Scattering to 2 and Step Size to
0.010
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