Simulating fire and smoke is probably one of the coolest things that Blender does. Other 3d software users have to pay for expensive plugins to get smoke, but Blender users get it free.
And it’s so good! Once you figure out the basics of the smoke sim it’s a real blast to play with :)
I made a fire tutorial almost 5 years ago to date, and things have changed a bit since then. We’ve got Cycles – which now supports fire and smoke rendering – a host of smoke and fire improvements, plus a new workflow for creating fire.
So it’s time for a new tutorial. Might as well it do it properly!
This tutorial will cover the fire creation only. The grass will be covered in the next tutorial :)
Can you make something cool with this tutorial? Post your results in the comments below!
1. Delete the default Cube and add a Circle.
2. With the Circle selected, select the Quick Smoke menu entry, as seen below.
3. Under the Render Settings, make sure that the Device is set to CPU if the render doesn’t appear. Future releases will support the GPU option.
4. Select the Circle and under the Physics Settings, change the Flow Type to Fire.
1. Select the Cube (Domain), proceed to the Material Node Editor, and add an Attribute node with “flame” as input.
2. Attach a Color Ramp Node with the settings as seen below.
3. Attach an Emission shader and attach it to the existing Add Shader Node, as seen below.
4. Adjust the Strength of the Emission shader by attaching a Math node set to Multiply with a value of 20.
1. Select the Cube Domain and under the Smoke Settings, enable Smoke Adaptive Domain.
2. Enable Smoke High Resolution with the settings seen below.
3. Under Smoke Cache, specify a name and the end frame of the simulation.
4. Access the Timeline and set the end frame of your scene to 100.
5. Adjust the Fire Settings (under Smoke Flames) with the values seen below.
6. Adjust the Smoke’s Vorticity, as seen below.
1. Select the Emitter (Circle) and under Smoke Flow Advanced, enable Use Texture and select the texture from the dropdown menu.
2. Proceed to the Texture tab and change the settings, as seen below.
3. Under Smoke Flow Advanced, set a keyframe on the start and end of the animation by hovering the mouse cursor over the slider and pressing “I” on your keyboard.
1. Select the Fire Emitter and add a Particle System.
2. Add a Smoke Flow Force Field.
3. Adjust the Force Field’s settings, as seen below.
4. Reduce the effect of Gravity under the Emitter’s Particle Settings.
5. Add a UV Sphere with the settings seen below.
6. Select the Emitter (Circle Object), proceed to the Particle Settings, and adjust the settings as seen below.
7. Select the Sphere and add a new material with the initial setup as seen below.
8. Add a Particle Info node and attach it to a Vector Math node with the settings as seen below.
9. Attach a Math Node and a ColorRamp node with the settings seen below.
10. Add a Transparent shader and mix it with the Emission shader, as seen below.
11. Adjust the Particle Settings.
12. Adjust the size of the particles being emitted.
13. Enable Motion Blur on the Render Settings.
14. Add a Point Lamp with the settings seen below.
1. Append (SHIFT-F1) the campfire sticks into your scene.
2. Use the same flame settings that was used before and apply them to the sticks.
3. Select the top sticks and make them Smoke Emitters, as seen below.
4. Select the remaining sticks and make them Smoke Collision objects.
5. Move the sticks to the same layer as with the fire.
6. Adjust the scale of the Domain and the Emitter, then Bake the simulation.