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Creating Realistic Fires in
EffectsLab & VisionLab Studio, Pg. 7

Blend Mode

Here you can set how the particles are blended into each other, as well as the underlying layers. Normal means that the colors of your particle effect will not be altered. Add and Screen are designed to be used with effects which create a light source, such as fire, or some magical effects.

In reality, the more flames you have, the brighter the fire is going to get. To realistically simulate this, set the Blend Mode on our flame effect to Add. This will let our flames composite properly onto each other when they overlap, and composite properly onto the background. Now you should have Particle Properties controls which match this:

You now have all of the basic settings for your fire. Go to the last frame of your effect, and set the Out Point for your clip by pressing 'O'. Turn off the Preview Emitters in the Canvas menu, and Preview render your effect (click the RAM button on the Top left of the timeline).

Take a look at your newly-kindled fire. :)

Now we will use Gravity and some additional keyframing animation to make the flames move a bit more realistically. You may want to return to your Preview Emitters before we begin editing once again.

Environment Gravity

You can use Gravity to pull your particles in a given direction after they are emitted. It can be used to pull them downward, and thus simulate actual gravity, or you can set it to pull them sideways, to simulate the effects of wind, for example. Use the Direction Wheel to set the direction toward which gravity should pull.

Gravity Strength

The Gravity Strength slider adjusts the strength of the gravity’s pull. This will determine how quickly it affects the particles after their emission, and how quickly they move in the direction gravity is pulling them.

When you have a fire near a wall, the fire (and smoke) will, in general, automatically hug the surface of the wall as they rise. Some of the smoke will often wander about, but the majority of it will stay near the wall surface.

To simulate this behavior, we will use the gravity controls to pull them upward. Set the Direction Wheel in the Gravity controls to straight up, or just barely off to the right of straight up. I have it at an Absolute angle of 0.38.

We want the gravity to pull the flames upward, but not too fast. Set the Gravity Strength to 0.07. Turning up the gravity too far would cause the particles to start moving in their new direction too soon after their creation, and at too great a speed. Keeping it low means that it will still have an effect, but not until their original momentum has carried them out of the window.

Another trick that we can now use, with this gravity in place, will give more movement to our flames. The pull of gravity will keep all of the flame particles moving in the same general direction, so by varying the direction of our emitter, with the Direction Wheel in the Particle Creation settings, we can get a lot more variety in the direction of the individual particles.

This step will get too involved for me to provide specific data for each keyframe, so here is the basic procedure. At random intervals on the timeline, we will alter the direction of the flame emitter. I used intervals of anywhere from 3 to 35 frames or so, and waved the emitter back and forth to arbitrary angles ranging roughly from -5 degrees to 90 degrees, Absolute.

Look at the Inferno preset to see more specifically how this works, if you are unclear. Once you have these keyframes set, your particles are pretty much finished. Now we just have to place them in the window. Preview render again, and have a look at your work.

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