Had to do this twice to get the blocky noise out, in case anyone else has this problem, I set the RGB mode from the Noise texture ColorRamp from Linear to Ease, as Stephen suggested. i missed it the first time and it drove me bonkers. Finally the fire is looking perfect. Thanks for this amazing tutorial and all your hard work.
I just purchased this course. I have been able to achieve something that I haven't been able to in 3 weeks of youtube tutorials and Im only 1st modular. LOL. What a gr8 course and well priced too. Looking forward to completing this!
I one noticed that going into Material properties of the domain or the emitter object (I cant remember)->Volume->Interpolation->Cubic instead of Linear increases the quality of the fire a little bit more
I might have found a fix if you can't see it in the viewport. What worked for me is when I typed in the word "Heat" in the attribute node I was capitalizing the H and it didn't work but making it lowercase fixed it. I was having the same problem and just changing that helped for some reason.
For those who are working with version 3.1, try this method: connect the volume info of the density part to the color ramp and connect the color ramp to the math and set the math to multiply mode. By increasing the multiplier, your fire will be brighter, for example, 40 is suitable. And finally, connect the multiply (math) to density or blackbody intensity. Make the right and left collars black and the center white Bring the two sides of the black closer to the white.
@@Jmvars This video only works in versions before 2.9. So with this method that I said, you can make it like what you see in the video in versions higher than 2.9.
@@Jmvars Add a node named VolumeInfo. This node has four points named color, density, flame and temperature. When you add the ninety-color ramp, there is a dot on the back called Fac. In the volume info node, connect from the density point to the fac color ramp point
That is so awesome! Thanks for sharing this approach. I`m doing vfx for games and was looking for a way to create flipbook spritesheet textures with fire and/or smoke to use with Unity particle system. This is a huge problem right now for most of the indie vfx arists to find a way for creating those textures withought having to use Houdini or other subscription slavery software. Thanks a ton for your tuts! Wonder if you could make tutorial about creating and rendering out flipbook spritesheets with fire and smoke simulations to use in games. As an alternate workflow for those who can`t afford Houdini) That would help so many people! Thanks again man! You`re the best!!!
Thank you so much for this tutorial, I tried few times without missing any of your steps but I try to render a sequence with Alpha I do not see the fire , Kindly do guide me please.
Completely lost me at 02:18. Suddenly the Coloramp and Attribute nodes magically appear from nowhere. I added them manually and attached as show but no flame appeared. Do I need to install Mantaflow? The instructions were so incredibly convoluted i.e. installations of other new software, inputting a directory... this is a horrible tutorial!
Such a great tutorial! I have a question: When I try to render this fire within an existing scene, I keep getting "GPU is out of memory". I've tried it using resolution divisions all the way down to 32, but no avail. Any suggestions?
This seems to be a problem with Optix. If you switch to CUDA the rendering will work. Though CUDA is a bit slow. So far I haven't come across any other workarounds. Hope this helps
Great video! But when I closed the file and opened it back up the effect is not working anymore. Is there a way to fix it without redoing the whole effect?
This doesn't work in blender 3 :( Is there any minor change i could do to still achieve this? I followed everything to a T and unless you turn blackboard intensity back up, the fire is invisible. And with it turned up, the fire looks no better than the example you had at the beginning of the video of a not so great looking still image.
You're not alone in this pain :( I wanted to make a short film with smoke sims with resolutions above 512^3 for a long period of time. For some time I waited for mantaflow to catch up, and at some point I just decided to write my own simulation software running on the GPU If you still need it its slowly getting ready so maybe you could use it at some point (some sample renders are on my channel if you want to know how it looks like)
@@lunapictures7989 Thanks, I'll definitely check that out, since I'm gonna be doing some more fire-heavy scenes in the next few months. Although for me the problem was less with resolution of the simulation, and more with the shape of the flame just looking wrong.
@@SupaKoopaTroopa64 oh, I understand. Well I'm not the one to judge my own work but I think the fire from the new solver looks acceptable. (Not like it's perfect on the sample renders but for each demo I've spent about few minutes to prepare and simulate them so the results definitely could be better)
hello thank you for your video only I would like to have a rendering with a transparent background and I cannot see the flames outside the object in my rendering.
Hey, awesome tutorial, been having a play with this, for a logo design, really cool, but for some reason when i switch to cycles in viewport shading, i just get a black box, not sure what ive done wrong?
wow very good tutorial, but i cant move the smoke anywhere, everytime i move the domain it only cuts the smoke instead of moving it, is there something that i missed?
Thanks! Well explained! Edit: a bit fast with each step, but concise, its just I I have to pause, go back a few times to really look, follow., and get it. I like that you are not too slow though. lol. Cant have it all. Again well explained. Maybe a few breaks.....5-8 seconds. to let viewers compute.. then next step. lol...But My finger is on the mouse/pause.
Everything is perfect and I made a very nice flame, thanks! But the light it produces on near objects is very low, do you know how to increase the light emission radius itsef without having a super bright flame? Because if I multiply the input that goes in the emissive value, to get a decent radius I get also supernova level of luminance on the flame itself, losing all the nice details
Amazing tutorial, but for a transparent render is there a way to make this work? I can do with black background, but transparency would be perfect - RGBA makes the fire disappear
That is so weird, it renders but there just isn't any way to save it as an image lol. This used to work just fine, so I have no idea what's going on here. Anyway, go into render settings and add an emission pass, change image format to exr, then use the compositor to save the emission pass. You'll get a completely black background, but you can just remove the black in Gimp or something, and then you'll have what you're looking for.
HELP When I'm rendering, the gray sphere is visible. How can I make it disappear just like in the video? Since at minute 07:48 there is a cut that skips this step.
I want to animate my fire but smoke domain is not moving with the fireball what should i do bcoz after going out from smoke domain fire ball has no fire and i want to animate it..
Hi. Thank you for the tutorial. I am doing (I think) all as you say but my fire + smoke is pretty much a gray fire. It's not like smoke covers the fire, the fire just is dull and gray. Can you please revisit the topic for Blender 3.1? Thank you in advance.
@@IoIxD 1. In domain settings set cache type to modular - this will enable "bake data" button (a bit up in the same view). 2. Bake that data. 3. Once data is baked see the "noise" checkbox - you can expand it and bake noise as well. For me that made the flame look gucci.
At 2:19 - How did we get to the heat attribute? The only thing showing in my shading menu was the Principled Volume and Material Output. I had to Add a ColorRamp and when I brought in a new Attribute, it was missing the Alpha option (which is probably the wrong way to go about it anyhow).
In viewport shading mode, my fire looks really blurry and pixelated. I have followed the video up to 5:09 and it doesn't look nearly as good. Any idea what might cause this?
Something happened at blender 3 with the baking. Now a modular bake is not viewable in the viewport. It might be a workaround but from there on the tutorial got pretty hard to follow.
Had to do this twice to get the blocky noise out, in case anyone else has this problem, I set the RGB mode from the Noise texture ColorRamp from Linear to Ease, as Stephen suggested. i missed it the first time and it drove me bonkers. Finally the fire is looking perfect. Thanks for this amazing tutorial and all your hard work.
I ran into a very similar issue that was solved because my Math nodes were set to Add not Multiply
0:00 - 1:10 Intro & basic setup
1:10 - 1:25 Turbulance Force Field Setup
1:25 - 1:45 Change "emitter's" params
1:45 - 2:00 Apply texture to fire sim
2:00 - 4:00 Fire domain settings
4:00 - 4:30 Channel's Personal Ad
4:30 - 6:30 Renderer & shader setup
6:30 - 7:30 flame color settings
7:30 - 9:00 Render; world; flame refines
9:00 - 10:30 Compositing
Stupid eh...he missed so much. Waste of my time
I just purchased this course. I have been able to achieve something that I haven't been able to in 3 weeks of youtube tutorials and Im only 1st modular. LOL. What a gr8 course and well priced too. Looking forward to completing this!
Just one word : " Amazing Work " " Awesome " ( One word is not enough for you 🔥 )
The first tutorial I've seen on this that actually worked for me. Thank you!
I one noticed that going into Material properties of the domain or the emitter object (I cant remember)->Volume->Interpolation->Cubic instead of Linear increases the quality of the fire a little bit more
Simply put, Thank You!
@@MagmaOokami haha no problem
I might have found a fix if you can't see it in the viewport. What worked for me is when I typed in the word "Heat" in the attribute node I was capitalizing the H and it didn't work but making it lowercase fixed it. I was having the same problem and just changing that helped for some reason.
Dude, thank you. I would be pulling my hair out trying to figure that out.
Man your comment saved my project, Thanks a lot!
THANK YOU! I was struggling with the same issue and could not figure out why things weren't working.
thanks
Thanks.... I skipped that ... I thought it was just for naming convention... lol 🤣
Saves to watch later, see you in the morning
thank you so much, i try many times and finally got it the fire like your render, thanks again!!
Wonderful thank you. Its great to see how you show images and outcomes with different settings.
For those who are working with version 3.1, try this method: connect the volume info of the density part to the color ramp and connect the color ramp to the math and set the math to multiply mode.
By increasing the multiplier, your fire will be brighter, for example, 40 is suitable. And finally, connect the multiply (math) to density or blackbody intensity. Make the right and left collars black and the center white
Bring the two sides of the black closer to the white.
What are you trying to say? What volume info to what density part?
@@Jmvars This video only works in versions before 2.9. So with this method that I said, you can make it like what you see in the video in versions higher than 2.9.
@@AMIN-hk6vg Yeah but I have no idea how I'm supposed to do that. I don't know which part is the "volume info of the density part".
@@Jmvars Add a node named VolumeInfo. This node has four points named color, density, flame and temperature. When you add the ninety-color ramp, there is a dot on the back called Fac. In the volume info node, connect from the density point to the fac color ramp point
my cycles is giving me 10 hours to render a single image,how can i reduce that?
One of the best tutorial on yt for fire in cycles
You win the internet today. This tutorial made my weekend. Thanks!
Please Next tutorial on Fire for Animations🔥
@Shivam M. Salunkhe He has several tutorials available already like this one: ruclips.net/video/6DjGpppAUfI/видео.html
@@4KProductionsFilms yo thaanks
L0l
This is exactly what I was looking for! Thank you for the tutorial boss!
You videos are great --straight forward addressing critical aspects but not dragging out trivial details.
thanks alot man this is the best tutorial ever seriously!!!!!
Why did you randomly cut at 2:15? Makes the video hard to follow.
You have helped me a ton! Thanks!
Thanks ❤
absolute gold
Ingenious. Subscribed!
wow this was awesome man
Thanks A lot Bro ;)
What do we do at 2:12 ????
Very nice tutorial, thank you very much!!
Cool tutorial
It took me a couple of tries to duplicate but I got it. Thanks for the tutorial.
Awesome i had the same issues thank you for the tutorial.
I think it would look better even for animations.
Good tutorial. Thank you!
Love the video , learned something new
I try it. And it is really good for image render. good tutorial 😄
works amazingly on blender 3.0.1
Excelente, gracias. ¿Cómo oculto los bordes del dominio durante la simulación?
wonderful , thanks for this tutorial
That is so awesome! Thanks for sharing this approach. I`m doing vfx for games and was looking for a way to create flipbook spritesheet textures with fire and/or smoke to use with Unity particle system. This is a huge problem right now for most of the indie vfx arists to find a way for creating those textures withought having to use Houdini or other subscription slavery software. Thanks a ton for your tuts! Wonder if you could make tutorial about creating and rendering out flipbook spritesheets with fire and smoke simulations to use in games. As an alternate workflow for those who can`t afford Houdini) That would help so many people! Thanks again man! You`re the best!!!
Thanks so much! I've been looking into this as well and it works great :D
awesome video! worked so well!!
Thank you so much for this tutorial, I tried few times without missing any of your steps but I try to render a sequence with Alpha I do not see the fire , Kindly do guide me please.
So good 👍
спасибо за хорошее объяснения ))
Thank you!
Thanks, great tutorial! Just what I was looking for.
Thank for this, I definitely need this for my youtube channel
Amazing tut
Dude. Huge thanx! :D
Please next tutorial on Falling Meteoroids pls
yessss
Completely lost me at 02:18. Suddenly the Coloramp and Attribute nodes magically appear from nowhere. I added them manually and attached as show but no flame appeared. Do I need to install Mantaflow? The instructions were so incredibly convoluted i.e. installations of other new software, inputting a directory... this is a horrible tutorial!
that is exactly where im stuck at now!
He show it at 2:19 just in advance. Later he desribe it in details, look at 5:20 for example
@@jehova1967 look at 5:20 - no reason for stuck )))
Awesome man
Really amazing thanks
Great tutorial. Very interesting.
Great video!
nice tutotial thank you
The (Source) Sphere turned from white to black at 7:50... Mine is still white following all steps... Did you add material or something?
easy tutorial and new subcriber :D
Amazing!!!
thankyou for this! I'm trying to make an HDRI Image with a ring of fire and this is perfect!
Super. Teach us how to animate "injecting fluid out from syringe ".it will be a challenging project as well as a great help
Great :-) thank you
Such a great tutorial! I have a question: When I try to render this fire within an existing scene, I keep getting "GPU is out of memory". I've tried it using resolution divisions all the way down to 32, but no avail. Any suggestions?
This seems to be a problem with Optix. If you switch to CUDA the rendering will work. Though CUDA is a bit slow. So far I haven't come across any other workarounds. Hope this helps
Same here. But I am working on a potato pc 😂🙂👍
Great video! But when I closed the file and opened it back up the effect is not working anymore. Is there a way to fix it without redoing the whole effect?
This doesn't work in blender 3 :( Is there any minor change i could do to still achieve this?
I followed everything to a T and unless you turn blackboard intensity back up, the fire is invisible. And with it turned up, the fire looks no better than the example you had at the beginning of the video of a not so great looking still image.
If only I saw this BEFORE I started working on a massive project involving fire!
i feel your pain
You're not alone in this pain :(
I wanted to make a short film with smoke sims with resolutions above 512^3 for a long period of time.
For some time I waited for mantaflow to catch up, and at some point I just decided to write my own simulation software running on the GPU
If you still need it its slowly getting ready so maybe you could use it at some point
(some sample renders are on my channel if you want to know how it looks like)
@@lunapictures7989 Thanks, I'll definitely check that out, since I'm gonna be doing some more fire-heavy scenes in the next few months. Although for me the problem was less with resolution of the simulation, and more with the shape of the flame just looking wrong.
@@SupaKoopaTroopa64 oh, I understand. Well I'm not the one to judge my own work but I think the fire from the new solver looks acceptable. (Not like it's perfect on the sample renders but for each demo I've spent about few minutes to prepare and simulate them so the results definitely could be better)
THANK YOUU!!! made a fire composite.this tutorial helped a lot. I made a mcdonald signboard turn into a rocket.hahaha
Thank you
Tnx bro i made it❤
I love your Tutorial but sorry... at 7:50 the spehere suddenly match with the flames and I don't know how to do that...
Thank u
Excellent tutorial! Thank you! But for some reason, when Blackbody=0, the render is just a black square (((What am I doing wrong?
hello thank you for your video only I would like to have a rendering with a transparent background and I cannot see the flames outside the object in my rendering.
Cool!
Hey, awesome tutorial, been having a play with this, for a logo design, really cool, but for some reason when i switch to cycles in viewport shading, i just get a black box, not sure what ive done wrong?
This is magnificent! I love this - I mean, WOW! what an amazing tutorial! I have to ask - where did you discover this pile of gold?
Just experimenting with fire materials! A lot of my tutorials are just me messing around in Blender and finding cool things.
@@BlenderMadeEasy *Well then,* my friend, *Keep up the amazing work!!*
wow very good tutorial, but i cant move the smoke anywhere, everytime i move the domain it only cuts the smoke instead of moving it, is there something that i missed?
Hello!
I'm just copying it, but why can't I see the color item?What should I do? 1:55
3:59 instructions unclear. Now i got baked instead
Best comment ever. I got baked while it baked and came back to nothing myself.
Does your example cube or sphere need to be in Meters? I'm having an aweful time getting those big long flames your achieving. This demo is great!
I followed every step and theres no fire no smoke, nothing.
Same here. Did you ever figure out what was going wrong?
@@jasolively1986 no I just shelved it for another time, waiting for someone to do a better more helpful tutorial
Have you switched the render engine to cycles or smthin??
You should change the render engine to Cycles. The default Eevee doesn't work for fire
The smoke disappears from the block and when I bake it there is no fire what am I doing wrong
Thanks! Well explained! Edit: a bit fast with each step, but concise, its just I I have to pause, go back a few times to really look, follow., and get it. I like that you are not too slow though. lol. Cant have it all. Again well explained. Maybe a few breaks.....5-8 seconds. to let viewers compute.. then next step. lol...But My finger is on the mouse/pause.
Will this also look better in a full animation?
hii, great tutorial! I've made the fire ball but cannot figure out how to import it into my blender scene! Please help!
I lost at 5:42 , my object is showing nothing .
Edit - i forgot to type heat in attribute node
Thanks!!!
This is awesome, thanks! I was trying to figure out how to get rid of the blockiness and this was it
Thanks, I love you UwU
Everything is perfect and I made a very nice flame, thanks!
But the light it produces on near objects is very low, do you know how to increase the light emission radius itsef without having a super bright flame?
Because if I multiply the input that goes in the emissive value, to get a decent radius I get also supernova level of luminance on the flame itself, losing all the nice details
nice! what about fireflies though
Is there a way to move the fire? Every time I move it, it goes back to the same place where I made it.
How do u add the animation of deleting cube ?????🤔🤔🤔🤔🤔
Amazing tutorial, but for a transparent render is there a way to make this work? I can do with black background, but transparency would be perfect - RGBA makes the fire disappear
Did you figure out the way to render it with transparent background?
That is so weird, it renders but there just isn't any way to save it as an image lol. This used to work just fine, so I have no idea what's going on here. Anyway, go into render settings and add an emission pass, change image format to exr, then use the compositor to save the emission pass. You'll get a completely black background, but you can just remove the black in Gimp or something, and then you'll have what you're looking for.
Can this fire effects be lock onto a model say like the hands or any body part and if so how? 😮I’m new to blender coming from SFM
HELP
When I'm rendering, the gray sphere is visible. How can I make it disappear just like in the video? Since at minute 07:48 there is a cut that skips this step.
Outstanding! Many thanks for this excellent tutorial. Liked and subscribed.
I want to animate my fire but smoke domain is not moving with the fireball what should i do bcoz after going out from smoke domain fire ball has no fire and i want to animate it..
Hi. Thank you for the tutorial. I am doing (I think) all as you say but my fire + smoke is pretty much a gray fire. It's not like smoke covers the fire, the fire just is dull and gray. Can you please revisit the topic for Blender 3.1? Thank you in advance.
I have the same in blender 3.0
its just gray smoke
@@drawingtom I did solve it. You need to bake the fire then bake the noise. Once both bakes are done you get the good stuff.
@@oritfx Hi, how did you bake the fire without baking the smoke? On the flow sphere I don't even see a cache tab.
@@IoIxD 1. In domain settings set cache type to modular - this will enable "bake data" button (a bit up in the same view).
2. Bake that data.
3. Once data is baked see the "noise" checkbox - you can expand it and bake noise as well.
For me that made the flame look gucci.
@@IoIxD You set the emitter type to fire only, and then the domain does baking of whatever emiter is inside of it. The domain has all the baking.
At 2:19 - How did we get to the heat attribute? The only thing showing in my shading menu was the Principled Volume and Material Output. I had to Add a ColorRamp and when I brought in a new Attribute, it was missing the Alpha option (which is probably the wrong way to go about it anyhow).
He show it at 2:19 just in advance. Later he desribe it in details, look at 5:20 for example
Can i add quick smoke to png?
Hey so any of the changes I make in the colorramp are not making any changes, can you please suggest me with a solution.
Same issue here, however I have not been able to see the flame at all.
In viewport shading mode, my fire looks really blurry and pixelated. I have followed the video up to 5:09 and it doesn't look nearly as good. Any idea what might cause this?
Something happened at blender 3 with the baking. Now a modular bake is not viewable in the viewport. It might be a workaround but from there on the tutorial got pretty hard to follow.
the first viewer i guess!😀lol xd i mean myself
Nothing to be proud of
@@thegamerwithin1676 i just laughed cuz it's been so freaking rare for meh, who did proud?! U0U