bayway Posted March 30, 2005 Share Posted March 30, 2005 Hey guys, Looking for a bit of advice on how to achieve realistic candle flame effects. I have done the tutorial on the sidefx site and it looks really bad! Ive also worked through another older example which also looks similar!...any ideas where I should be looking? Cheers, Bayway Quote Link to comment Share on other sites More sharing options...
nick_h Posted March 30, 2005 Share Posted March 30, 2005 I'm in exactly the same position as you Bayway...those tutorials on sidefx are a bit naff, they create more of a roaring flame then a small smooth candle flame! Any help would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
old school Posted March 30, 2005 Share Posted March 30, 2005 You can do it the old-school way and revolve a curve in the profile of a candle flame. Revolve this and pass noise though the surface. Color with appropriate colors and fade in transparency towards the edges of the surface. Quote Link to comment Share on other sites More sharing options...
deecue Posted March 30, 2005 Share Posted March 30, 2005 You can do it the old-school way and revolve a curve in the profile of a candle flame. funny, i was going to say the same thing.. i remember times trying to get the perfect particle system for some kind of flame/smoke situation when sometimes the best look can come from distorted and noisy geometry with a nice shader put on it. Quote Link to comment Share on other sites More sharing options...
nick_h Posted March 30, 2005 Share Posted March 30, 2005 Gonna try that...thanks! I actually never thought of doing that!! Quote Link to comment Share on other sites More sharing options...
old school Posted March 30, 2005 Share Posted March 30, 2005 This technique works great for smoke as well, but you build the geometry from a nicely formed column of particles from a single point. Birth one point per frame and then connect with an Add SOP. Sweep a Nurbs curve, skin then deform as well utilizing a similar shader that determines opacity based on surface that is highly distorted with noise in the surface shader. Of course you can use wind POPs and it's noise to move the column of particles around as well. I was guessing that you would want to do this as well. Quote Link to comment Share on other sites More sharing options...
bayway Posted March 31, 2005 Author Share Posted March 31, 2005 Cheers mate, thats a great help. Bayway Quote Link to comment Share on other sites More sharing options...
DaJuice Posted March 31, 2005 Share Posted March 31, 2005 Hey, since it's in line with the topic, I thought I'd post this link that I came upon yesterday. Good stuff, although some links on that site don't seem to work or are missing. http://www.andrewschneider.net/particles2/index.html Quote Link to comment Share on other sites More sharing options...
michael Posted March 31, 2005 Share Posted March 31, 2005 shit...nice work... I really liked this girl...we had a really strong conection - we never spoke or anything - but I could tell... hey! that's Jason's arm... Quote Link to comment Share on other sites More sharing options...
Jason Posted March 31, 2005 Share Posted March 31, 2005 hey! that's Jason's arm... 17199[/snapback] It's all good mate, I was just trying to untie the knot at the back of her ".get hip" t-shirt for you. Quote Link to comment Share on other sites More sharing options...
renderfox Posted April 1, 2005 Share Posted April 1, 2005 DaJuce - THANK YOU for great link! Quote Link to comment Share on other sites More sharing options...
MrBag Posted April 3, 2005 Share Posted April 3, 2005 Depending on the shot of course, have you considered using and or shooting a stock flame element and putting it on card? On a recent feature we tried getting really complex with a simple candle flame on a candle flying through a scene and in the end I believe we used a flame on a card. Quote Link to comment Share on other sites More sharing options...
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