| Introduction How to create a fire material in Blender Cycles
 
 Prerequisite:
 - Create a fluid physics domain applied to an object
 
 Blender Version:
 All
 
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 STEPS
 
 Shift+A -> Input -> Attribute
 Shift+A -> Converter -> ColorRamp
 Shift+A -> Converter -> Math
 Shift+A -> Shader -> Principled Volume
 
 Attribute Factor output to Math Value upper input
 Attribute Factor output to ColorRamp Factor input
 Attribute = type "flame"
 Math
 Type = Multiply
 Value upper output to Principled Volume Emission Strength input
 Value lower = 1000
 ColorRamp
 Create colors in order: black, red, orange, yellow, white
 Color output to Principled Volume Emission Color input
 Principled Volume output to Material Output input Volume
 
 
 
 Shift+A -> Input -> Attribute x3
 Shift+A -> Converter -> Math x2
 Shift+A -> Converter -> ColorRamp
 Shift+A -> Shader -> Volume Scatter
 Shift+A -> Shader -> Volume Absorption
 Shift+A -> Shader -> Add Shader x2
 Shift+A -> Shader -> Emission
 
 Attribute 1
 Name = color
 Color output to Volume Scatter Color input
 Color output to volume Absorption Color input
 Attribute 2
 Name = density
 Factor output to Math 1 upper Value input
 Math 1
 Set to Multiply
 Value lower = 7.5
 Value output to Volume Scatter Density input
 Value output to Volume Absorption Density input
 Volume Scatter
 Anisotrophy = 0
 Volume output to Add Shader 1 upper Shader input
 Volume Absorption
 Volume output to Add Shader 1 lower Shader input
 Add Shader 1 Shader output to Add Shader 2 upper Shader input
 Attribute 3
 Name = flame
 Color output to ColorRamp Factor input
 Factor output to Math 2 upper Value input
 ColorRamp
 Create colors of flame
 Color output to Emission Color input
 Math 2
 Set to Multiply
 Lower Value = 9
 Value output to Emission Strength input
 Emission output to Add Shader 2 lower Shader input
 Add Shader 2 output to Material Output Volume input
 
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