Fire?
- Heavily Tessellated
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'Fire' - that's completely vague. There's hundreds (thousands?) of types of fire effects. If you mean fire as in the sense of one of the Blender tutorial animated fires, then no, not very easily.
You'll have to model your flames. You'll have to have a fire texture to UV map to your flames, and make it a transparent emitter and/or another mesh emitter for the fire's lighting. It's going to take a lot of trial and error; a candle flame, not so difficult, but a campfire? an explosion? Eesh! Weeks of work unless you do 3D for a living and are a master.
If you say what you're trying to accomplish, I'm sure you'll get some suggestions.
You'll have to model your flames. You'll have to have a fire texture to UV map to your flames, and make it a transparent emitter and/or another mesh emitter for the fire's lighting. It's going to take a lot of trial and error; a candle flame, not so difficult, but a campfire? an explosion? Eesh! Weeks of work unless you do 3D for a living and are a master.
If you say what you're trying to accomplish, I'm sure you'll get some suggestions.
- Heavily Tessellated
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easy now guys, i think vanessa meant something like chaosgroup's (v-ray developers) aura:

i'm pretty certain indigo can do this given it has full spectral (in particular blackbody spectra) and participating media support.
actually i was pretty surprised nick tackled the spectral skin model instead of fire/smoke first, that seems much more like his kind of fun ;) hugo elias has a great article about doing such a simulation in 2d (which i hope to reproduce with my 2d ray tracer) here: http://freespace.virgin.net/hugo.elias/ ... _ffire.htm

i'm pretty certain indigo can do this given it has full spectral (in particular blackbody spectra) and participating media support.
actually i was pretty surprised nick tackled the spectral skin model instead of fire/smoke first, that seems much more like his kind of fun ;) hugo elias has a great article about doing such a simulation in 2d (which i hope to reproduce with my 2d ray tracer) here: http://freespace.virgin.net/hugo.elias/ ... _ffire.htm
Hi All.
There's no way in Indigo currently to make a really good fire image.
The best way to do it would be to model it realistically, as a varying-density volume emitter. I've messed around with this a little bit, volume emission isn't too hard, there are some issues with importance sampling volume emitters that I haven't worked out yet tho.
One of the big stumbling blocks is how to describe the density. Uniform grid values, perlin noise, fluid simulation are all options.
By the way, I don't think flame emission can be described using a blackbody emitter curve. There are other effects involved. There's also way to much blue light considering the average flame temperature.
There's no way in Indigo currently to make a really good fire image.
The best way to do it would be to model it realistically, as a varying-density volume emitter. I've messed around with this a little bit, volume emission isn't too hard, there are some issues with importance sampling volume emitters that I haven't worked out yet tho.
One of the big stumbling blocks is how to describe the density. Uniform grid values, perlin noise, fluid simulation are all options.
By the way, I don't think flame emission can be described using a blackbody emitter curve. There are other effects involved. There's also way to much blue light considering the average flame temperature.
Please be polite, HT.Heavily Tessellated wrote:lol ignore him, he trolls the threads for anything he can find to complain about. translucent emitters work just fine, and besides you'll want to see your fire, what's the point of invisible fire anyway?
What kind of fire scene did you have in mind?
As it happens, Suvakas is correct. Emitters in Indigo aren't materials (this is a limitation of Indigo). Hence they cannot be blended with other materials, and they can't be translucent etc..
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