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PROCEDURAL
CARTOON FIRE
Or "How to make quick and cheap 2d fire",
by Leo Santos
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This
tutorial is specific to 3DS Max, but you'll be able to get similar
results in any software that allows you to map the density of a
noise map. Coincidentally, Max doesn't allow it... and that's why
we'll use an old Blur Studio shader, called "Blur
Noise". Follow the link to get it, if you don't have it.
You'll also need Blur
Lib to run it.
Well,
first thing we need is a surface to apply the shader. Remember,
this is a 2D effect, a FLAT effect, if you're looking for realistic
fire, there are much better alternatives. Let's start with a bent
plane, like this:

For
the material, a self illuminated yellowish color will do just right.
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Keep
it very simple. No Shininess, just the plain color.
After
you're done with the rest, you can go back and add some
color variation and maybe even try to make it look more
realistic, if you want. But for this tutorial we'll stick
with a flat looking fire.

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Now we'll add the "SuperNoise" map to the opacity slot
(You have to install the Blur Noise map to see this)
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One
cool thing about this noise is that you can map everything.
We're going to use the density map feature, but for now,
let's adjust the "high" and "low" parameters,
in order to get more contrast.

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If
you render it now, it should look like this.

Ouch,
what's that, a cow? Ok, let's keep working...
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When
you add the density map, you control, based on the luminosity
level, the density on the noise.
If
you apply a gradient, the noise is going To be visible where
the gradient is white, and disappear where it's black.
After
some trial and error, I got to this gradient. Of course,
you can customize it any way you want, and even do animated
maps as the density map, to get a more natural look.

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Now
it looks like this.

Ok,
it's getting there. Let's proceed with the animation.
There
are two things we must animate to get the proper effect: the Phase
and the Offset.
The
Phase controls the shape of the noise, and if you animate it it's
going to change from frame to frame. Fire usually moves fast, but
the size of it affects the speed, so keep that in mind when playing
with the parameters.
The
Offset simply moves the whole noise in one axis. It's important
to get the feeling that the flames are going up, so we'll animate
the offset in the Z axis (right now the effect is in Object XYZ
space. You can use UVW space if you want).
In
my file, the animation is playing at 24 frames per second, so these
are the values for that animation you see on the top of this page:
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Frame
0 |
Frame
80 |
| Phase |
0 |
10 |
| Z
Offset |
0 |
-450 |
Ok,
that's it for the 3D side. The rest is done in composition, or using
the built-in render effects. In my case, I used a compositing program
to duplicate the layer with rendered sequence, set the new layer
to additive mode and blurred it a little, until it looked right.
There's
much more you can do, including applying the map to objects with
different shapes, or animated shapes You can also tweak and animate
the density map, and tweak the color so it changes accordingly with
the opacity map. But I'll leave that up to you!
All
images and text are copyrighted, don't use without permission !
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