That is what was causing the artifacting. I am working on a proceedural way to do a soft select of inner verts and add noise without exceeding the external mesh parameters. I could add another step so you can manually do the soft selection then add a noise modifier before the mesh is exploded into objects. Want the option?
Just to add to the instructions for anyone trying to use this without experience you need to:
After using the tool.
- Hit the “8” hotkey go to the “Atmosphere” rollout and add “Fire Effect”
- Scroll down to the “Fire Effect Parameters” rollout and hit the “Pick Gizmo” button
- While the button is still picked (blue) hit the “H” hotkey then click the “all” button and then the “Pick” button
- Then I generally change the density of my fire effect to one-ish ( around 1 )
Another note in the create gizmos rollout the value of 1 represents 1 gizmo per fragment. So if you want a long trail of fire to follow your fragment you may need more gizmos than you anticipated. If so you can go back to the rollout and add more gizmos then add those to your fire effect as well. Also to reset or “zero” the gizmos back to their start position I generally go to the spawn operator then tick it to per second then back to by travel distance.
Side Note: The gizmos also work well with the Afterburn plugin.
Then Render out 2 passes one with Event 1 Display set to Geometry and another with display set to ticks. On the second pass (geometry turned off) add a radial blur that looks something like the attachment. Composite the 2 passes and wow yourself.