Do your fire renders look like this?
These are the typical output of a cycles fire render.
Even with heavy compositing, these fire renders still look "off" and never fit well into a scene.
A big bright gloopy mess.
Why do they always look bad?
Believe it or not Blender actually does a fantastic job at simulating fire and smoke, the main problems are introduced in the shading of the simulation.
- Simulated flame is treated as glowing volume
One of the major factors that make fire renders in blender look bad is the way that default shaders deal with the flame emission. Instead of treating it like a gaseous vapour, most fire shaders will simply use the flame factor to determine which part of the volume is emitting light, treating the ‘flame’ component as having a constant density.
- Lack of visual fidelity
Because of the default emissive shading, much of the depth perception and resolution of a fire simulation is lost. Not only does this result in an unrealistic shading but much of the simulation data that took so long to generate is not even visible to the camera .
- No accurate burn control
A real flame NEVER maintains the same burn density throughout the reaction. The entire combustion process relies on surrounding temperature, oxygen dissipation and fuel concentration along with many other factors. This becomes a real issue for standard shaders, as they are very inflexible with extremely sensitive values.
Additionally these renders take HOURS to setup, simulate, shade, tweak and render (even with quick smoke).
WISP takes your existing fire simulation and applies corrected shading to the volume, turning what used to be a bright gloopy mess, into a magnificent rolling fireball. It provides better depth perception, visual fidelity and animatable burn control with no extra simulation cost!
- Single attribute density control for burn rate and temperature. Incredibly easy to animate and customizable in seconds.
- WISP was built on the foundation of flexibility. All colors, and variables can be modified before being passed to the final fire shader. Swap out colors, influence factors and do much more without getting lost in spaghetti nodes.
- Not confident with shader terminology? All WISP attributes have easy to understand labelling describing exactly what they do. This way you know exactly what you are tweaking and what you need to change.
- Quick setup: A fast workflow can be the difference between hours and minutes. WISP is designed to slot perfectly into an existing simulation, no additional setup is required. Simply append the material, add this to the domain and you are ready to render!
Before vs After
v1.1: New Fumes attribute added
This allows for increased control over the shape of a flame by utilizing reaction intensity, giving richer flames and better looking renders. The fumes feature can be enabled by setting the attribute to 1. Alternatively it can be disabled by setting to 0 or have any value between 0 and 1 to get the best of both distributions (in some cases it can be a good idea to animate this value).
To use the fumes attribute in a smoke simulation, you must have blender 2.78 or higher.
This update along with all future updates will remain free for the lifetime of the product :)
- WISP Fire Shader
- Pre-baked smoke simulation to practice with (optional)
- Quick start guide for simulating flame
- WISP Documentation
- Free Lifetime updates
- Good Karma for supporting the Blender Foundation :)
If you have any questions/requests/comments feel free to send me a message here on the blender market or email me directly (See quick start guide for email address).
Increase the high resolution divisions to at least 2 (under Smoke High Resolution), along with the noise strength (around 2.5 is good).
Check the included quick start pdf for more details on setting up good smoke simulations
Currently only cycles is supported
Purchase this item to leave a review!