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Voltarrens
09-26-2006, 10:34 AM
Needing help to create a better candle flame

http://img.photobucket.com/albums/v293/voltarrens/Hebe%20and%20Jix/flame.jpg

would like it to look more like a real flame with a glow/halo effect around it without using the lens flare.

T-Light
09-26-2006, 11:03 AM
Look for flame or fire tutorials using particles and hypervoxels :) (you can create the smoke from the flame with it too)

toby
09-26-2006, 07:37 PM
Easier to model the flame and run displacement through it. Texture it with distance-to-pivot point gradients, from blue to yellow, and another in the luminous channel to get this -

oh - ignore the right side, I dunno what that is

voriax
09-26-2006, 08:08 PM
Easier to model the flame and run displacement through it. Texture it with distance-to-pivot point gradients, from blue to yellow, and another in the luminous channel to get this -

oh - ignore the right side, I dunno what that is

The pic on the right is a candle flame in microgravity. (put simply, fire in space)

Voltarrens
09-28-2006, 04:49 PM
Thankx everyone :)
Have hunted up a few more tuts and will try some and I'll try the suggestions too.

PixelFarmer
09-28-2006, 08:16 PM
http://www.thepixelfarm.com/Anim/HDRI3D7/NoNo24-130-400.jpg

I created this flame based on Dave Jerrard's famous candle trick.
You can view the animation here. (http://www.thepixelfarm.com/Anim/HDRI3D7) Click on the final piece - Step 3 (you need the Flash 8 plugin to view).
I've uploaded the candle setup, with a couple of added controls, ready to be loaded from the scene, here
(http://www.thepixelfarm.com/LWStuff/Stuff/FlameSetup08LoadFrom2.zip)
A Few Notes:
There are separate lights for Flare and Flame. There is a noisy channel added to control the position of both the Flare and the Flame, using expressions and a null “NoisyNull1” with noise in its position channels. If you look thru the expressions, you’ll see how this noise serves as the basis for the movement of the lights. The original noise on “NoisyNull1” was derived from Noisy Channel Scale Modifier (it is still on the YPos channel if you want to see it, applied in the Graph Editor/Modifiers tab). On the XPos and ZPos channels of “NoisyNull1”, the noise was baked, then scaled, and generally tweaked a bit by hand. This is a very useful technique for easily getting controllable noise.

Note also that the YPos of the null called “FlameFlicker” controls the amount of vertical displacement on the flame mesh. So when you see the flame respond to our hero slamming his hand on the table, the flame is being banked (standard keyframe animation), but the vertical displacement is also being amplified (moved in Y) using the YPos of this null in the “FlickerNoise” expression. The displacement is applied to “CandleFlame3” via Properities/Deform Tab click on the “D” button.

Plenty of other room for adjustment- the color of the flame is controlled by a gradient, the glow is a lens flare.

Great model credit to Jonny Gordon (on LW8 Content CD)

Enjoy.

Mitch