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Blender Fire Simulation

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Uploaded by on Aug 20, 2009

fire and smoke generated with new smoke physic simulator in blender 2.5, rendered with fire shader in volumetric renderer of blender volume25 branch.

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Film & Animation

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Standard YouTube License

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Top Comments

  • Are you sure terrible is the word you meant to use? ;)

  • Sorry for my bad english! It's not my mother tongue! :-\

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  • @LUKADATAS I did too, but trust me mate, looks like you're gonna have to go with it if you want to learn any more tutorials.

  • IT BUUURNS!

  • @mrpigy12 bit late on the reply for the fire and smoke tutorial in blender. Go and have a look at blenderguru. just google, "blenderguru" and you'll find his web page. Search his tutorials for fire and smoke. Very comprehensive, step by step explanation on how to achieve smoke and fire.

  • Wait there's a fire shader?

  • spectacular, but should put the slower animation (8 frames per second for example)

  • I WISH THEY'D JUST LEAVE THE INTERFACE ALONE, I DOWNLOADED 2.5 BUT I SHIT MYSELF AND WENT BACK TO MY OLDER VERSION. IT' WAS HARD ENOUGH ALREADY.

  • @Guilherm So to the cube, to the material tab. Set it to volume, with density 0, density scale around 4, scattering to 0.6 and emission to somewhere around 6. in the textures tab, set the type to voxel data and set the domain object to cube. make sure density is checked in the influence tab at the bottom. you should now be able to render the smoke:)

  • @Guilherm you have to change the domians material settings, change the density to 0 the scatering to 3 and the density scale to 3, after that then go to the textures tab and change the type to voxel data, under the voxel data tab then click the domain object to cube

    scroll right to the bottem and check the influence density box . after that you should see the smoke in the rendered image and animation check out my video

  • 10 years ago this woulda been SWEEEEET!

  • could someone explain to me how can I render in blender? I can see the cloud in the opengl space, but not in the rendered result =\

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