View Full Version : Realistic Fire - Suggestions?
Peter C. 12-09-2002, 10:21 PM Hello all!
First time poster, and just 2 months old (Cinema wise =). I have been trying to create a realistic fire material for a "backdraft" scene using bhodiNUT 3D Noise with the cranial noise. I have veried just about everything but not managed to get it convincing enough, spending MANY hours just to get it right .:insane:
I posted this same thread at Renderosity and thought I would widen the net by posting here too. The picture bellow is of the current material, but as you see, its not very good at this stage. I was hoping anyone would have any suggestions on how to improve it :shrug:
The settings were as follows;
Color; R=100 G=61 B=0 Brightness=100
Luminance; bhodiNUT 3D Noise with 52 blend
-Cranal noise, Low Clip=46 High Clip=31 Brighness=15 Contrast=0
Alpha; bhodiNUT 3D Noise, soft, image alpha
-Cranal noise, Low Clip=51 High Clip=31 Brighness=13 Contrast=0
Displacement; bhodiNUT 3D Noise, 8 m hight (to high value in my scene), 75% strength
-Cranal noise, Low Clip=51 High Clip=31 Brighness=13 Contrast=0
There was a shift in the color from yellow/red to a pinkish nyance that I counteracted by adding light projected directly onto the material, there are still some parts left as you can see.
Any suggestions for improvement is appreciated!
Cheers!
Peter C.
|
|
pekdemir
12-10-2002, 08:48 AM
Any suggestions for improvement is appreciated!
Cheers!
Peter C. [/B][/QUOTE]
Hi Peter,
in my opinion the fire looks very nice and realistic already. Good Job! No further ideas for improvement... :thumbsup:
Cheers,
Onur
Anadin
12-10-2002, 11:31 AM
That looks really good - I wouldn't even have guessed you could do that with SLA - I would have gone the Pyrocluster route.
TheSnowMan
12-10-2002, 11:44 AM
I like the fire as is. well it kind of looks like lava but it still looks good. I don't know if you tried it but there is a fire tut at the www.maxon.net site in the support > tutorials > tips and (something else). I like fire...nice job
Peter C.
12-10-2002, 11:44 AM
Thanks all :)
But I it does looks a bit too artificial. I recieved the suggestion of using the BhodiNUT fusion to get a color gradient in the noise.....I will try that. But I thing the cranial noise is to slim in its octaves to get it convincing anyway, and the others don't seem to do the trick.
SnowMan, I have looked at that tutorial, but the effect I am looking for is very specific.....guess I maybe should stick to simpler things .:wavey:
As for Pyrocluster, It will be my next investment, when I can afford it.
Cheers!
Peter C.
Per-Anders
12-10-2002, 06:11 PM
you'll recieve a speed boost if you change the settings on that a little,
firstly fire doesnt recieve light last time i checked so dump the colour channel totally.
second, the luminance can be all one colour, just make it really bright, then you'll get the incandecent look as the alpha fades out the material, make it deep orange then up the brightness till the colour you see it showing is the lightest you want it to be.
third, you may be able to speed things up (althouhg you will want to be careful with this effect) by rather than using a fractal in the alpha, simply use a 3d linear gradient that runs through the object, this has the benifit of that you can change the displacement wihtout having to copy the fractal back and forth too, though this may not produce the results you're after though, but you can play around with using bhodinut displacement on the gradient and using a fractal of a different nature get some very interesting results, or even adding in a nother fractal in a normal bhodinut fusion layer may help to get some interesting results.
further things you can do are make another texture that is a gradient again 2d, and this time switch off the displacement (but leave the texture in there) then use a ditools dishaper deformer on your object, you get the benifit of realitme updates, and you can set teh second texture to move the flames backwards so they curl over, as if the flames were moving acrosee the roof towards you sucked in towards the backdraft. if you're clever with this you should be able to deform the flames to twist and even have flamelets by causing the geometry to shift through itself and back out. then using anotherdiformer on top of the first one.
anyhow that may give you the result you after. another thing you can do is use volumetric light and a lot of fusions to have very realistic flame, but the render time is horrendous, if you use the levr channel in fusions you can control the flames quite nicely in a volumetric light wiht a fractal and a 3d gradient.
anyhow it's looking very good as it is, is it only to be a still? or an animation, because if it's an animation what you've got is probably perfectly addequate (unless it's running in slow motion, iun which case it really is a lot easier to just get some standard film footage and composite it in, although you can do a lot of just standard deformers on geometry, bjotto did a nice explosion using deformers that's on the bhodinut forums somewhere, best to go and have a look see if you can find that too.
the fire you've got looks to me like the sort of consistent slowy creeping fire rather than the explosive backdraft type, so maybe add in a few particle effects with some volumetric or even just visible lights with large and intense noise... good luck, looking very good so far :thumbsup:
bjotto
12-10-2002, 06:56 PM
I think mdme_sadie was refering this(I've removed the movie but the file still exists):
http://forum.bhodinut.com/viewtopic.php?t=433&highlight=
Try using fusion to blend diffrent noises together for more intresting flames.
Oh, and listen to mdme, he knows his stuff.
flingster
12-10-2002, 07:01 PM
did someone once say "theres no smoke without fire"....
possibly need to be smoke somewhere. but not sure what type though (whether thin whispy stuff or dark thick stuff)....yup i know you wanted to know about the fire bit....but all the bits like particles, smoke, vapour, melting debris etc....will all add the the realism youre trying to create.
as for me i tend to agree with everyone else its look pretty good now....please keep posting your results of changes though as i'm curious now as what you got planned.:thumbsup:
ps. it was awhile ago since i saw backdraft....:surprised
Peter C.
12-10-2002, 09:12 PM
Thanks for the great suggestions! I'll give it another shot as soon as my HDR scene is done :drool:
I got inspired from the "Fire starter" tutorial by Simon Danaher in 3D World's Complete 3D Collection edition and did a scene using just that you can view here (http://www.renderosity.com/viewed.ez?galleryid=292109&Start=19&Sectionid=19&WhatsNew=Yes)
I maybe used the wrong analogy here, I was not trying to create a sudden blow of fire as in a backdraft, but a layer of non smoking, fire, that you can see climbing up walls and cielings in that movie (sorry for the bad analogy :blush: )
However, you gave me a great idea to explore mdme_sadie, I'll try it out with the DiTool's. As for smoke, I don't have pyroclyster yet and negative lighting is not very dynamic as you all know, but eventually, I could try that aswell.
BTW, I have R7 Art so it's for a still, but after my R8 finally arrives, I'll slowly venture inte the animation dimension...
Thank you all soo much for the feedback!!! :bounce:
Cheers!
Peter C.
flingster
12-11-2002, 07:44 PM
peter c : there is a plugin about for smoke called something like smokeit check out:
http://www.pelhamdesign.com/shaders/shaders_new.html
may help...its often hard to tell what people mean sometimes...but no harm done....anyways give it a whirl its always worth checking these things out.
laters
:thumbsup:
Peter C.
12-11-2002, 07:51 PM
Cool...thanks a lot. Never heard of it untill now.
Cheers!
Peter C.
CGTalk Moderation
01-13-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.