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Fire ambers


Omy

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particles with some curl noise, and a limited lifespan.

After the sim the color can be remapped with a ramp in a vopsop with the life/age of the particles as the driving value.

Render with geometry motion blur turned on at the object level.

Add some glow in comp if you want to...

The shader should be very simple, just color and opacity control... If you want to go fancy you could consider a light emission component (Ce) and render with pbr to illuminate the environment, but I guess if you have ambers you have fire and that will be the main source of illumination.

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