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Best,
Vik
More fun with Maya Fluids
I tried my luck at a candle flame, and got somewhat close, but not good enough. I canāt get a nice smooth base like Vikas did (blue fades to nothing seamlessly). Instead, you can clearly see the voxel shapes in the base of the flame, and I canāt seem to find a way to smooth it out. (diffusion or opacity ramp) 30x60x30 res
Any tips on how to get a smooth falloff without losing the nice transparency in the middle of the emitter?
Iām using a sphere emitter, should I be emitting from surface (wick) ?
Here is a render:

Iāll keep experimenting.
Hereās another test:
http://www.youtube.com/watch?v=9DTlgdfcfHw
Didnāt spend much time on the physical part of the candle (obviously).
Still needs work (in post as well) but getting closer.
There were a number of things you didnāt address in your file. The information Vik gave for making the candle flame was just some of the key elements. There we some common factors that you overlooked. Everyone has a slightly different method for obtaining a look. When I opened for file these are some things I adjusted.
I changed the emitter to a volume emitter just for example purposes but this is a common thing I use for emission.
Lowered the falloff on the emitter to 0
Kicked up the density emission to 2
Kicked up heat emission to 5
Changed the temperature content method from static grid to dynamic. this should have been obvious. (hope that didnāt sound dickish. The internet doesnt allow for inflection)
The bias curve spike was a little wide and not as close as it needed to be to the beginning of the curve.
There are a number of other things I went through and changed in your file but the important question is why, and thatās a loaded question. Donāt be afraid to look through the help file and see what settings do what so you know later why you changed something. Why a value of some crazy ass number like .485 made sense. Hope this was helpful.
Just like to say thanks for this Vik, I had to do a candle flame here at Weta so I used your settings and they are flawless.
Awesome dude.
Hey Vik your candle flames look awesome but I have a quick question. Iām able to get ok results with candles, but the top is always sort of a point. The flame ends up taking an inverted tear drop shape. I noticed in yours they are more of a scallop or clam shape with less of a pointy top. How did you manage that? Iāve tried using all sorts of viscosity and density tension variations trying to mimic surface tension but I canāt seem to get it as nicely rounded as you did.
@quajibo : Extremely sorry for late reply. If the candle flame is getting to pointy then it means your temperature buoyancy or temp scale is high. Lower it a bit or add little damp to get little round edge on top. also you need to control the opacity graph simultaneously. Combination of two can give you the desired shape.
I am gonna put sample scene file soon so plz gimme some time.
I think I have found a way to get the perfect motion of licking candle flame. The way it accelerates & Decelerate in upward & downward direction.
I will post it soon.
Thanks,
-Vik
I tried your settings Vikas, theyāre really nice
Although Iām not quite happy with my result, Iāll uploaded it anyway.
@m0z : hey dude, apologize for late reply, just got back from my vacation.
Anyway I saw your candle attempt. Its coming out nice. I think You just need to adjust your Incandescence ramp a little. other wise it looks promising to me.
Look is somehow easily achievabale, the key is motion. I am also using a noise expression in buoyancy to get the licking motion atthe tip.
Another key factor is to get sharp pointy shape is to keep your temperature values higher than density values, Like :
> Lower temperature dissipation values & higher density dissipation.
Higher
> higher temperature buoyancy values than density buoyancy.
> higher temperature emission values as compared to density emission.
Its temperature what makes the top pointy, like a candle flame shape. Donāt use any swirls or Noise. It will take fire shape instead of candle flame.
Let me post a scene file when I reach home today. hope it helps.
Best,
- Vik
thx for the feedback, looking forward to that scene
What I didnāt have is the expression for the buoyancyā¦

Like I promised for the Candle Flame setup scene file , apologize for delay as I have a full time job. hope you guys use this in a good way & share your knowledge here for more improvements :).
This setup is slightly different from above method which I have shared earlierā¦the incandescence ramp is bit different, The motion is due to a noise expression in Temperature Buoyancy, I just added a smoke element in the end. Render time is Ultra fast like 3 frames per second. Hope you guys find this useful :).
http://www.youtube.com/watch?v=BaZgXq_fWnQ
Thanks,
-Vik
Hey Viks,
You are just amazing ⦠i love your creations 
here is my try for the candle flame.
i m not getting whats happening in the bottom area of the flame.
Thanks
Parag

Awesome work! I used your original post in making this for a classmateās reel. Any critiques welcome.
Thanks
@parag : I wouldnāt keep the surface emitter as big as you got there. Should try with narrow surface emitter & also play with opacity bias to get the leaf shape.
@Qwiggalo : Glad to know that it was of some help to you :). try with narrow surface emitter. hope the above scene file might be of some help or a good reference point to start.
Thanks,
Vik
Itās helped a lot. I havenāt input what I learned from looking through it yet though. Iām a little curious about the wispy smoke at the end, working on making a burning incense right now and my main problem is getting the fluid to not dissipate. Initially it starts with the incense lit with a flame then gets blown out. Iām using an air field but shortly after the blow the fluid dissipates. Iāve tried raising viscosity and giving a little tension.

